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Mercury Fallen News

Update 21 Test Build Now Available!

Update 21 is now available to check out on the Test Build branch! Let me know what works and what doesn't.

I need your help to test out and provide feedback regarding many new features. There are some large changes to game balance as well as a lot of new content.



Update 21 Test Build release notes and tester information:
https://steamcommunity.com/app/704510/discussions/3/1643170903487757609/


About Test Builds
The optional Test Build branch is for testing the latest features before they go live to everyone. As it is a testing version there are generally more bugs/issues than in the normal version. If using the Test Build branch, please report any issues you encounter or any feedback on new game play mechanics. Your feedback and/or reports will help to ensure the final version is the best it can be.

For information about how to access the Test Build branch click the link below:
http://steamcommunity.com/app/704510/discussions/3/2381701715712468002/

Developer Log #50 :: Coming Soon

Update 21 is shaping up to be a very large update. It’s being put through its paces in private testing and coming along very well.

Get your testing cap on because Update 21 will be coming to the public Test Build branch very soon. Here are a few of the things you can expect to see.

World Generation

There are many changes to game balance in the coming update. A big one is the addition of sand as a mine-able resource underground. This allows you to access glass and, by extension, the cloning chamber much sooner.

Population Cap

A population cap is being added for human colonists. You will need to construct O2 generators to increase the starting population cap.

Research Overhaul

Huge changes to research include the ability to unlock research with research points, along with data servers, recipe and crop research, and more.


The tech tree has also been extensively restructured.

Surface Construction

The first step towards surface construction is coming as well. The surface side vehicle bay replaces the vehicle assembly station. You can now convert mining vehicles into mining platforms, which will allow for resource automation through a resource transport vehicle.

Expeditions

You will now be able to set out on expeditions on foot as well as in a vehicle. Expeditions to scanned points of interest on the map will yield new rewards — or grave danger, depending on your colonists’ skill and your decisions.

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I’m super excited about all the new stuff coming in Update 21. What are you most excited about?

Developer Log #49 :: Surface Content

Big changes are coming in the next update that I’m really excited about. While the last update focused on colonists and job roles, the coming update will focus on planet surface content.

Planet Surface Content Expansion

Vehicle construction will now be done after constructing the vehicle bay on the surface. The existing vehicle assembly station will no longer be used.

The next update also adds auto exploration for survey vehicles, along with the ability to convert vehicles into remote surface outposts. Remote outposts will offer new opportunities, but once a vehicle is converted, it is a permanent installation.

Mining vehicles will be convertible into remote mining platforms that mine a range of surrounding tiles, and have more control over what resources are mined. Resource delivery from the mining station can be automated with a new resource transport vehicle.



Survey vehicles can also be converted into remote radar stations. These will add additional area that can be scanned to find points of interest for expeditions.

Expeditions

Colonists will take expeditions to explore points of interest on the surface after scanning the surface to find them.

The scanned planet surface area is expanded by remote radar stations. A POI will only appear in scannable areas.

Once a POI is found on the surface map, an expedition party can be sent out to explore it. There is still a lot of work going into this new feature, and there are bound to be some changes before it’s available.

Research

The coming update will also feature radical changes to the research tree and researching mechanics. Computer stations will no longer research toward a specific project, but will generate research points instead. These research points can then be spent to complete research.



The number of research points you can store will be limited, but you will be able to raise that limit by constructing data servers.



Recipes and crop research have been removed from the tech tree and put under their own sections on the research screen.

In addition to research points, some research items may require tech fragments and/or bio samples. These new items will be found via expeditions on the surface.

Scenarios

Scenarios are being added to the new game interface which, for now, offers difficulty settings. This will affect game mechanics such as the number of starting colonists, world generation, limits on job roles based on attributes, and more.

Modders will have the ability to add their own scenario definitions.

More Changes

Various quality of life features are also being developed. Storage containers will have a select all/none option in the allowed items screen. The research button will show how many research projects are available for unlock.



Storage container priorities will more effectively manage resources. Colonists will drop off items at the highest priority container.

A new “Deliver To Storage” toggle option will be added to the craft queue system. When toggled off, a colonist will drop the produced item on the ground instead of delivering it to a storage container.

I’m super excited about the new content, and greatly appreciate all of your feedback and support. A huge thank you to all of you awesome people.

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Update 20.1 :: Minor Patch

Howdy Folks,

I returned from vacation a couple of days ago and hit the ground running on a new patch update. This small update addresses some critical bugs and adds some minor tweaks.

Thanks for all the reports and feedback on the game. If you have not done so already, please be sure to give your feedback via the the latest feedback survey.

Update 20 Feedback Survey
https://www.surveymonkey.com/r/QHNF3SF

Progress continues on the next major content update.


Release Notes


Changes
  • Migrated game code over to Unity Engine 2018
  • Minor update to post process visuals such as bloom, color correction etc.
  • Colonists will now go to the closest available bench/chair when sitting down to recover stress.
  • Object/Colonist now automatically deselected when clicking on the mini-map
  • Overlay mode buttons moved to top of mini-map
  • Object warning icons no longer show if object hasn’t been built yet


Fixes
  • Fixed: Colonist action planning failed if unable to find a valid item to craft in a craft station in some instances. This would have the additional side effect of causing extreme lag.
  • Fixed: Colonists unable to haul items to construction if not able to carry all items for a single object. Commonly affected construction of the aquarium.
  • Fixed: Object warning icons showing in corner of map instead of over the respective object when loading a saved game in some instances.
  • Fixed: Object warning icons showing in corner of map instead of over the respective object when placing new objects.
  • Fixed: Possible game crash when quitting to main menu
  • Fixed: Performance issue when fog of war changes
  • Fixed: Performance issue when updating HUD inventory display


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Developer Log #48

Howdy Folks,

Thanks for all the great feedback on Update 20. While update 20 focused on new colonist mechanics, the next update will focus on adding more surface content.

Expeditions

Colonists will finally be able to leave the facility and explore the surface via expeditions. A scanning station will allow colonists to scan the surface to find points of interest.



The area available for scanning can be extended by converting the D.O.G.E. or Wasp into a remote radar station.



Once a POI is discovered, an expedition party can be sent out to investigate. A POI will offer a mini-story with choices on how to handle what has been found.

Expeditions will offer a new way to find discoveries, items, story content and research data.

Research

Research points are being added which will offer more depth and flexibility to the research system. Instead of targeting a specific research project, colonists will generate research points at the computer station.




These new research points can be spent on the research screen to unlock research projects. Some research projects may additionally require tech fragment or bio samples which can be acquired through expeditions.

The research tree is also being expanded.

Inventory Priority

Inventory priority is being added to containers. Colonists will bring items to the highest priority container.

Personal Note

I’ll be away next week on vacation. I’ll still be checking the forums and social media. Development will continue when I return.

Thanks again for all the awesome feedback. If you haven’t had a chance be sure to check out the latest survey and let me know what you’re interested in most.

Follow Mercury Fallen development on
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx