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Minor Update 36.3 Hot Fix 1

A tiny hot fix to address a problem with the new content added in update 36.3

  • Fixed: Planet map hover info showing for other surface structures other than the wind turbine

Minor Update 36.3

Howdy Folks!

Update 36.3 is another smaller update, but includes some great quality of life additions and a few fixes. A huge thanks for all the great feedback. If you’re enjoying Mercury Fallen certainly leave a review as it helps with the Steam algorithm. Also be sure to spread the word about Mercury Fallen.

[h2]Controlled Edibles[/h2]

Set allowed edibles section in colonist info panel
You can now control what a colonist will and will not eat, but setting their allowed edibles in the settings tab of their info panel. Allowed edibles can be copied and pasted to better control your colony food intake.

[h2]Wind Turbine Hover Info[/h2]

Hover info showing wind turbine efficiency and elevation during placement
The wind turbine generates more or less power depending on elevation. This efficiency information is now displayed while placing the wind turbine so that you can ensure you place it in a good spot.

[h2]Job Role Assignments Overview[/h2]

Job role assignments list showing how many colonists are assigned to each job based on priority
A new section on the colonist management screen has been added which gives a quick breakdown of how many colonists are assigned to each job role and at what priority.

Check out the release notes below for the full list of changes, fixes and additions. There are more smaller updates coming. Let me know what you like, what you don’t and what you would want to see in Mercury Fallen.

Thanks everyone and stay safe out there!

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[h2]Release Notes[/h2]

Changes
  • Can now control what a colonist is allowed to eat using a new section under colonist info settings tab
  • Changed equipment tab name in colonist info to settings
  • Updated the look of the inventory UI section for better consistency
  • Updated how allowed fuel is assigned for the solid fuel generator for better consistency with other controls
  • Added wind turbine hover info during placement that shows efficiency/elevation information
  • Added Job Role Assignment section to colonist management screen. This is a cleaner breakdown of what jobs are assigned based on priority.


Fixes
  • Fixed: Dimension info showing when using copy/paste
  • Fixed: Mold, water, fuel and vomit visuals not showing correctly
  • Fixed: Game freeze after clicking ok button on the save game can’t load error window
  • Fixed: Needless trailing zeroes in wind turbine efficiency info text
  • Fixed: Several seconds of lag when opening construction queue window with a lot of items queued up for construction
  • Fixed: Food counts not initialized properly when loading a save game. This would sometimes result in the “Low On Food” notice even though you were not low on food.

Minor Update 36.2

Howdy Folks!

Another week and, I’m quite excited to say, a minor update is now available. Thanks everyone for the amazing feedback and support. This minor update focuses on some quality of life changes as well as some bug fixes.

Moving forward, I will be releasing additional smaller updates to sprinkle in various changes and additions before focusing on the next major content update. The next developer log will cover some of the smaller changes and, of course, what to expect for the next and final major content update leading to the 1.0 release of the game.

[h2]Dimension Info[/h2]

When dragging out walls, floors and selecting areas there is now a dimension label that will show the width and height of the dragged out area.

[h2]HUD Inventory Info[/h2]
When displaying items counts in the HUD inventory list and pinned items, the count will now also include items that are being carried by colonists. Previously items may have looked like they “disappear”, but were, in fact, just being carried by colonists. This should provide a clearer and more consistent picture of what items are available to your colony.

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[h2]Release Notes[/h2]

Changes
  • Width/height info is now displayed when dragging out walls/floors
  • Width/height info is now displayed when dragging out mining/harvesting/deconstruction selection
  • Colonists will now go for medical treatment if between 80% and 100%, but at a much lower priority
  • Progress meters are now smoothly animated
  • Double craft chance on crafting machines is now 0% with no equipment items installed instead of a very small chance to occur.
  • Inventory items should no longer “disappear” from HUD inventory counts when being carried by a colonist. Item counts should only go down when items are used/consumed or become no longer reachable.


Fixes
  • Fixed: Crop disease not spreading to adjacent crops
  • Fixed: Botanists still harvest crops even if diseased
  • Fixed: Double craft chance not calculated correctly when using craft efficiency equipment items
  • Fixed: Missing placement info when placing or moving objects
  • Fixed: Able to place walls directly in front of objects that hang on the wall. This resulted in wall objects becoming embedded in walls.
  • Fixed: Material not showing correctly on cursor objects when dragging out walls/floors
  • Fixed: Unable to manually edit slider values in the new game interface when starting a custom scenario
  • Fixed: Number fields generating an error when inputting non-numeric characters
  • Fixed: Clone Chamber info panel not updating if operational state changes
  • Fixed: Low food notification not occurring in some instances

Patch Update 36.1

Tiny patch to address a couple of reported issues. Thanks for the feedback and reports. Keep them coming! :)

  • Fixed: Not able to click pin item button on HUD inventory list
  • Fixed: Unable to load save that contains placed objects from a mod without the mod active.

Open Market Update Now Available

Howdy Folks!

I’m super excited to announce the release of the Open Market update. This update has a whole bunch of stuff including performance optimizations, additional POIs, new object placement animations, a brand new trading system and, of course, some bug fixes. Thank you for all the great feedback and bug reports during the experimental branch.


[h2]Surface Trading[/h2]

New research has been added to unlock the trade platform. The trade platform is a surface structure, that once constructed, will allow passing ships to stop by. The trade platform will provide information on when the next trader will arrive. You can have multiple trade platforms, but you must launch a communications satellite for each trade platform you want to have.



Every trader is part of a faction. You can improve your reputation with these factions by selling a trader their favorite items. Favorite items are marked with a star in the traders list of items they are selling. Increasing your reputation will do the following:

  • Increase the number of items a trader is willing to purchase from you
  • Increase the number of items a trader has available
  • Improve the sell/buy prices


A new new section has been added to the in game guide for more information.

[h2]Object Placement Animations[/h2]

New animations have been added when moving, rotating and placing objects. Why? Cause it looks neat.

[h2]Planetary Lore[/h2]
Several new POI locations have been added to the planet map. These new locations provide discovery data containing information regarding the downfall of the race that once habited the planet.

These new POI locations will automatically get added to any existing save game so there is no need to start over to be able to access them.

[h2]Performance Tweaks[/h2]
The inventory list on the main HUD was a big performance drain, especially once you have a lot of different types of items. A couple of different changes/fixes to this should now greatly improve over all game performance.



When placing down walls there is a check per wall to see if a new room has been created. This caused a bit of a lag spike when dragging out and placing several walls. While the room check still occurs, it has been spread out over multiple frames instead of all at once. This greatly improves performance when dragging out and placing a bunch of walls.

[h2]Other Changes & Fixes[/h2]
The Open Market update has a bunch of changes and fixes. The more notable fix is related to objects not showing has consuming power when they are moved or placed on top of existing power conduits. There was also an issue where objects would randomly not be connected to the right power network when moved.

Some machines don’t consume power until they are in use, such as crafting stations. The tooltip shown when hovering over the power meter, on the main toolbar at the bottom, has been updated to show current consumption and potential consumption information.

To avoid confusion the HUD inventory list no longer lists items that can’t be reached by colonists. This is also reflected in objects that require items as they will no longer show items as being available if they can’t actually be reached.

[h2]Patreon[/h2]
A huge thank you to the patreon subscribers who help to support development of Mercury Fallen as well as future projects that I work on. As the solo developer of Mercury Fallen it’s amazing to see your support and feedback. For as little as $1 a month you too can be an awesome supporter of Mercury Fallen. There are some great rewards for higher subscription tiers so be sure to check it out.

[h2]30% Off[/h2]
To celebrate the release of the Open Market Update, Mercury Fallen will be 30% off until April 24th. It’s a great time to get a copy of Mercury Fallen as we get closer to the final release.

Support & Follow Mercury Fallen Development On Twitter | Facebook | Website | Discord | Roadmap | Merch | Patreon

[h2]Release Notes[/h2]

New
  • Added new Trade Platform research
  • Added new Trade Platform surface building
  • Can now buy/sell items via a trader at the trade platform
  • Added Trading section to game guide
  • Added tier 3 equipment items. These items cannot be crafted, but can be purchased from a trader.
  • New visuals and animations when placing objects for construction
  • Added sound effect for invalid object placement


Changes
  • Updated the look of various equipment item icons for better consistency between tiers
  • Updated some equipment recipe requirements for more consistency between equipment recipes
  • HUD inventory list no longer includes items that colonists can’t reach
  • Improved performance of how inventory data is processed
  • Improved performance related to how the user interface is rendered
  • Minor update to the look of the number input fields
  • Changed construction material requirements for launch platform
  • Hardened Structure resin research now requires the discovery of hematite and not sand
  • Spawning items via the debug menu no longer spawns them next to the elevator. After pressing the amount to spawn you must click on the ground/floor where you want the items to appear.
  • Updated game intro text screen text and button to use updated visuals. Button also now says continue instead of skip.
  • Power meter tooltip now includes info regarding total potential power consumed as well as current power consumed
  • Resolution setting drop down no longer includes many lower resolution options


Fixes
  • Fixed: Only one item results in loot table when using item type even if num rounds is greater than one
  • Fixed: Unreachable deconstruction targets generating internal error
  • Fixed: Able to equip multiple storage expanders to a vehicle
  • Fixed: Able to equip multiple storage expansions on buildings
  • Fixed: Extra space in transformer building equipment name
  • Fixed: Water trap effective area highlight not updated during object placement if you rotate the water trap without moving it.
  • Fixed: Vehicles in invalid tiles when loading a save game in some instances
  • Fixed: Expedition vehicle not showing waiting for passengers/waiting for items info state in vehicle list item.
  • Fixed: Objects not showing as consuming power if placed on top of existing power conduits in some instances
  • Fixed: Objects not disconnecting or reconnecting to power networks when moved in some instances
  • Fixed: Lag spike when placing several walls at once
  • Fixed: Current seed count not shown when selecting seeds, spores or eggs for planting
  • Fixed: Missing missing language data for some map POIs
  • Fixed: Planet map build menu list can be scrolled horizontally