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Patch Update 31.3

Howdy Folks!

Patch update 31.3 is now live! This is a smaller update that includes balance tweaks, some changes and a few bug fixes.

[h2]Game Balance[/h2]
It has been expressed to me from many users that they struggle to have enough material to reach the planet surface. This is primarily due to a lack of steel. Unfortunately this is not always consistent due to the procedural nature of the maps. It does happen often enough that I wanted to tweak this a bit.

While users were struggling to produce enough steel, they had an abundance of mineral compound for making structure resin. In this update I’ve added a new item called hardened structure resin. This new item, made in the smelter, requires 5 structure resin and 1 hematite. Steel usage, for surface progression, has been decreased in favor of hardened structure resin. I’ve also increased the structure resin usage for most of the objects in the game.

Thanks for the feedback during the experimental branch. Certainly let me know what you think of the new changes. Check the release notes below for the full list of changes and fixes.

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[h2]Release Notes[/h2]

Balance Changes

  • Added Hardened Structure Resin item, recipe and research
  • Updated many object build requirements to use additional structure resin
  • Updated several object build requirements to use hardened structure resin in place of regular structure resin
  • Updated several object build requirements to use less steel
  • Worker and Driller bot recipes now require iron ingots
  • Increased surface resource scanner speed


Misc. Changes

  • Updated the icons for advanced and superior scanner equipment to make them more visibility different
  • Batteries will no longer be added into the power meter and total stored value if disabled
  • Improved performance for colonist path validation
  • Exploration vehicle exploration behavior has been changed so that multiple vehicles won’t follow along the same paths.


Fixes

  • Fixed: Batteries still providing power even when disabled
  • Fixed: Surface tile scan overlay not updating without toggling it off and back on again
  • Fixed: Performance issue if exploration vehicle no longer has any tiles left to explore
  • Fixed: Error that can occur if Xeno Mold event attempts to spawn at the edge of the map
  • Fixed: Aquarium has incorrect selection collider

Patch Update 31.3 Now On Experimental Branch

Howdy Folks!

Patch Update 31.3 is now available on the experimental branch on Steam! While this is a smaller update, it does contain quite a few game balance changes that need some testing and feedback.

If you’re interested in checking it out and providing you’re feedback then be sure to check out the experimental branch.

Update 31.3 Experimental Info & Patch Notes | What is the Experimental Branch and how do I access it?

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State Of The Game

Howdy Folks!

Hope everyone had a great holiday and an awesome new year so far. So far my year is off to a good start and I’ve got a lot of things planned for Mercury Fallen. Below I’ll go over the short term and long term plans for Mercury Fallen.

[h2]Removing Test Build Branch[/h2]
Larger content releases have traditionally started in the experimental branch for initial feedback and then transitioned over to the Test Build branch for final testing before being released for everyone on the main branch. I’ve generally found that most of the feedback and bug fixing tends to come from the experimental branch. Having the two steps of testing hasn’t been largely beneficial, so for future updates I’ll no long be using the Test Build branch.

The Experimental Branch will continue to be used for new content that requires feedback and testing. Once ready updates will go from the Experimental Branch directly to the main branch for everyone.

[h2]Update 31.3[/h2]
A smaller content update will be available on the experimental branch within the next couple of days. This update will focus on some bug fixes, but will also include some tweaks and game balance changes.

[h2]Energized Update Feedback Survey[/h2]
It’s survey time again! If you have a couple of minutes your feedback would be most appreciated.

Energized Update Feedback Survey

[h2]Road Map[/h2]

The above roadmap outlines the next three content updates. While this is the intended order of updates, I don’t have a specific timeline of when they will become available. I will say that a lot of the content for the Phone Home update has already been developed.

While these outline the primary content in each update, there will be additional tweaks and changes in each update as well. I’ll have more information regarding the next update in the next developer log.

Let me know what you think of the upcoming updates and thanks for all the great feedback and support!

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Patch Fix Build 1220

This is a tiny patch fix update to address an issue with selection colliders. The version number is still 31.2, but the build number has been updated to 1220.

  • Fixed: Objects with particle systems generating a selection collider that is way too large. This caused an issue where clicking on objects would select the wrong object.

Update 31.2

Howdy Folks!

Just in time for Christmas is Patch update 31.2. This is another small update with some tweaks, changes and fixes. Let’s see what we’ve got.

[h2]Global Inventory[/h2]

There are further tweaks and changes to the global inventory display including a new header, category quantities and category sorting. Additional items and categories with zero quantity will now show grayed out. Item categories will no longer show if there are zero items and show zero quantities is disabled.

[h2]Item Containers[/h2]

Item containers have had a face lift. Instead of a single container graphic to represent items on the ground, there are now separate container visuals per item category. These new item category containers are also used for their respective icon in the global inventory list.

Colonists will now carry a category container based on the category with the highest amount of items for that category in their inventory. Item containers are now more visually interesting as well as provide better visual feedback.

[h2]UI Tweaks[/h2]

Pinned items and colonists count on the HUD now have a cleaner appearance. Planet map display modes have been removed from the left section tab and are now shown as toggle buttons above the mini-map.

As the year comes to a close I just want to let you all know how incredibly grateful I am for all of you. Hope everyone has a fantastic holiday and an awesome new year!

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[h2]Release Notes[/h2]
Changes

  • Items on the ground will now show a container for each item type.
  • Items on ground containers now have a new look per item type
  • Colonists carrying items will show a container visual based on the highest amount of items of a given item type
  • Removed planet map display modes section in left panel
  • Planet map display modes now available as toggles above mini-map
  • Updated look of pinned items
  • Updated look of colonist counts on HUD


Global Inventory List

  • Added header background and text to global inventory
  • Item category headers now show group quantity
  • Item categories now hidden if show zero quantity is disabled and the number of items in the group is zero
  • Item categories now sorted by count or name depending on selected mode
  • Items and category headers with zero quantity now show grayed out
  • Tweak to spacing/formatting


Fixes

  • Fixed: Pinned items not showing tooltip info
  • Fixed: Allowed fuel items in solid fuel generator not updating when clicking the fuel items header toggle
  • Fixed: Select ingredient window doesn’t close when deselecting station
  • Fixed: Collider issue that caused selection collider to be offset for some objects