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Mercury Fallen News

Patch Update 1.18 Experimental Branch

Howdy Folks!

I recently released Patch 1.18 and, unfortunately, had to roll back to update 1.17 due to various reported issues. After making some extensive code changes I’m re-releasing Patch Update 1.18 on to the experimental branch for testing. This update includes what was previously included as well as some new fixes and tweaks.

[h2]Why Is It On the Experimental Branch?[/h2]
In addition to fixing the issues with the first release of 1.18, I made some extensive code changes to reduce memory overhead and resolve longer play times causing the game to become unstable. While I’m pretty sure I’ve worked out the kinks, I want your help to track down any lingering issues before pushing it out to the main branch.

What is the Experimental Branch and how do I access it?

Please let me know in the below Steam thread, or in the experimental channel on Discord, if you encounter any issues while using update 1.18 on the experimental branch.

Patch Update 1.18 Experimental Info & Patch Notes

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Patch Update 1.18 Fix

Howdy Folks!

This is a tiny patch update to fix patch update 1.18. Please let me know if you encounter further issues related to being unable to return the main menu or colonists no longer performing actions after 30+ minutes of play time. Thanks everyone for your understanding!

Patch Update 1.18

Howdy Folks!

Thanks for all the great feedback and support! Patch Update 1.18 addresses a few reported issues. Be sure to check out the release notes below for a list of fixes.

As I’ve mentioned previously, I have been working on a new video game project. I’ve made a good bit of progress, but have been slowed down somewhat due to switching from Unity to the Unreal game engine. Stay tuned for more info regarding that project, as well as Mercury Fallen patches, and if you want to help support future projects be sure to become a patron.

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[h2]Release Notes[/h2]
  • Fixed: Threading issue related to colonists collecting items on the floor. This could lead to various unexpected behaviors.
  • Fixed: Job action data not clearing correctly when changing job roles.
  • Fixed: Colonist action data not correctly cleaned up after certain actions are performed. This can cause performance issues over extended play times.
  • Fixed: Internal error can occur if clicking through story choices too quickly.
  • Fixed: Wall lights not contributing to room lighting value in some cases.

Patch Update 1.17

Howdy Folks!

Patch 1.17 is a small patch to address some reported issues. Keep all that feedback coming! It’s great to hear what you like and what you don’t.

[h2]Wiki[/h2]
I’ve been working to get a wiki up and running for some time, but I’m often extended in different directions. @darkfoxprime has been a major resource in filling in a majority of the wiki pages and, while it’s not totally complete, it’s ready enough for people to take a look.

Mercury Fallen Wiki

I’ll be working to update more of the wiki moving forward. If you have any experiencing managing wikis and want to help then certainly reach out to me.

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[h2]Release Notes[/h2]

Changes
  • Fish food recipe now accepts fish chunks as in ingredient


Modding
  • Mercury Facility default name now defined by uidefault.facility.name in lang.xml
  • Crop items now use proper tags for fruit/grain/vegetable


Fixes
  • Fixed: Incorrect description for whale miner vehicle
  • Fixed: Unable to move any objects after attempting to move the aquarium with fish stocked
  • Fixed: Xeno Alloy recipe requires 5 Titanium Billet or 5 Rutile Ore. This should be 1 Titanium Billet or 5 Rutile Ore.
  • Fixed: Colonists eating unallowed foods if that food is in the same container as an allowed food.

Patch Update 1.16

Howdy Folks!

Happy New Year! It's a new year and a new patch update for Mercury Fallen. This is another small update to address some feedback and report. Thanks everyone for the amazing support!

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[h2]Release Notes[/h2]
  • Water trap loot table now defined in xml data
  • Fixed: Colonists not delivering materials to vehicle bay queue if there is another vehicle in the queue when a vehicle is finished constructing.
  • Fixed: Deep miner not mining valid tiles adjacent to a door
  • Fixed: Spelling mistakes