Mercury Fallen

Mercury Fallen

Mercury Fallen > Test Builds > Topic Details
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Nitrous Butterfly  [developer] Jan 5, 2018 @ 1:00pm
Alpha 0.12 Test Build
Alpha 0.12 Now available on main branch. Stay tuned for the next version test build.

http://steamcommunity.com/games/704510/announcements/detail/1648749039605155188


Happy New Year everyone! I took a bit of a break over the holidays, but was still working on various updates, fixes and content. Once again I'll need your help tracking down the bugs in the 0.12 Alpha Test Build Branch.

If you're interested in playing the Test Build branch please read the following:
http://steamcommunity.com/app/704510/discussions/3/2381701715712468002/

Check out the release notes below for the full break down of updates/fixes. As always please respond to this thread with any feedback/bug reports regarding the 0.12 Test Build.

Latest Changes In Test Build

SUPER DUPER IMPORTANT: Due to changes in object placement, existing save games will not load correctly. Please start a new game when testing the latest changes.


  • Changed: Robot Assembler window now shows the materials it is waiting for before construction can begin
  • Fixed: Robot Assembler not saving construction state correctly leading to save game crash upon load
  • Fixed: Robot Assembler still continues construction if it has no power or is disabled
  • Fixed: Wall visual glitch due to walls attempting to link to spaces on either side of a door


New Features

Job Priority
The new job priority system allows you to set the priority order of job roles per colonist. This is visible in both the colonist info window and colonist management screen. Higher priority jobs will be performed before lower priority jobs.
This is just the start. Additional priority options will be coming in future updates

Manual
A new in-game manual has been added that can be access by opening the facility management screen and selecting manual from the top button bar. The manual will continue to be added on to, but I wanted to cover some of the core elements of the game.

Tech Printer
New technology items can now be crafted at the Tech Printer. A new data recovery project has been added to unlock this new machine.

Object Placement
Object placement has been overhauled and a new visible footprint is shown when placing down objects. This new system helps to enforce proper walk areas for colonists as well as stopping colonists from walking through objects.

New Sound Effects
I've added many sound effects for various actions/machines to help liven the game up a bit. There is still more to add, but this is a good first step towards a more audible environment.

Full Release Notes Below

Features
  • Job Role Priority system that allows priority control per job role. Jobs at a higher priority will be done before jobs with a lower priority. 1 = High Priority, 10 = Low Priority.
  • Job Role priority controls in Management screen and colonist info window
  • Game manual now available as a section under the Facility Management interface. Press [Tab] to open and select manual at top. Manual is not complete and will be expanded with future updates.
  • New object placement system. Visual footprint now shows when building objects. Objects enforce a walkable area colored in green. Non-walkable areas are colored in red. The object footprint overlay shows during placement as well as when an object is selected.

Changes
  • Added: Colonists will now move item containers from a construction area before building objects.
  • Added: Tech Printer machine which is used to create technology components.
  • Added: Electronics recipe
  • Added: Mechanical Parts item and recipe
  • Added: New research to unlock the Tech Printer
  • Added: Audio/Visual effects to power generator
  • Added: Audio/Visual effects to computer station
  • Added: Robot Assembler audio
  • Added: Door Open/Close audio
  • Added: Deconstruction audio
  • Added: Vertical storage container
  • Added: Mining filter button row above mining button to toggle multi-select for normal and deep mining
  • Changed: Stasis Capsules and inactive robots are now embedded in dirt tiles instead of replacing them. They must be mined out before use.
  • Changed: Objects now have forced non-walkable tiles which should resolve colonists walking through objects.
  • Changed: Updated objects to use the new footprint system which results in objects placed in existing saved games no longer loading properly.
  • Changed: Improved colonist detection for closest interaction tile from current position. Colonists will prefer to use the closest green walkable tile for an object or closest bordering tile when applicable.
  • Changed: Colonists can no longer walk through objects that are not finished being built
  • Changed: New smelter model
  • Changed: Elevator no longer shows inventory quantity. Elevator is only for starter items and not used for general storage.
  • Changed: Deconstruction filter window now shows as button group above deconstruct button
  • Changed: Fridge now requires power. Colonists will not store food items in unpowered fridges.
  • Changed: Cloning Chamber now requires electronics as a build material
  • Changed: Points spent in Smarts via the Robot Assembler now uses electronics at higher levels.
  • Changed: Points spent in Athletics via the Robot Assembler now uses mechanical parts at higher levels.
  • Changed: Starting missing colonists and inventory now exposed to XML files
  • Changed: Removed doppler effect from audio sources to fix audio distortion when rotating/moving the camera.
  • Changed: Robot Assembler window now shows the materials it is waiting for before construction can begin

Fixes
  • Fixed: Botanist job role is now spelled correctly
  • Fixed: Hover icons showing over main HUD UI
  • Fixed: Skip button not appearing during opening story text when starting a second game from the main menu
  • Fixed: Colonists building while standing in another object to be built which results in colonists getting stuck in other objects.
  • Fixed: Some audio sources still being heard further away than they should have been.
  • Fixed: HUD UI becomes unresponsive if closing the crop field window while the crop type drop down is open
  • Fixed: Crop field drop down callback not being cleared when window is closed leading to memory build up and possible game crash.
  • Fixed: Various code optimizations/modifications to improve game performance and stability
  • Fixed: Power Generator still providing power when it runs out of fuel
  • Fixed: Engineer not dropping off all required materials to robot assembler
  • Fixed: Clone Chamber still functioning if power/water is becomes not available. Clone progress now paused until power/water is restored.
  • Fixed: Engineer not working working at Tech Printer
  • Fixed: Ailments/Quirks related to move speed not working or being loaded
  • Fixed: Random Game crash when colonist is being treated at medi-bed
  • Fixed: Object placement not canceled when clicking Mine or Deconstruct buttons
  • Fixed: Possible game crash when colonists generate a path to construct an object
  • Fixed: Power still magically generated for machines after generator is removed
  • Fixed: Robot Assembler not saving construction state correctly leading to save game crash upon load
  • Fixed: Robot Assembler still continues construction if it has no power or is disabled
Last edited by Nitrous Butterfly; Jan 17, 2018 @ 3:45pm
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Showing 1-15 of 49 comments
The Unknown Jan 5, 2018 @ 8:24pm 
test build 12 is fun... nice fixes... and additions... i found out the issue Nitrous with the logic.... it appears that once you have the tech printer... the colonists start to *pass the parcel* with their inventory on a never ending loop... the fix is... disable your priorities and then re-enable... but the minor bug leads to a bigger one later on... the ESC menu comes up... but you cannot load/quit

malloc Jan 6, 2018 @ 2:30am 
Two issues with power: Even in previous versions if the generator has no fuel power is still supplied to the base. This is still the case with this version.

The new tech printer appears to be allowing power consumption to exceed supply. Before building it I had exceeded the power for my single generator resulting in the cooker not being supplied power which is expected. Upon building the tech printer it now has power and all other items also have power other than the cooker which was disabled before the printer was built. The power bar shows 685/600.

When I started the game (new game in the new version) within the first few days the management screen stopped showing all colonists. The headers were there and the list on the left showed the counts for 3 colonists, 1 robot but the colonists were no longer displayed or any of their details. I saved/reloaded and they are displayed again but all priorities were reset to the default 5. Now on day 20 and it hasn't happened again so sorry no details on how to recreate this one.

Building seems a bit off when items need to be moved from the space. Sometimes they move them but often they do not and the item is simply not built for long periods until a normal Haul job finally removes the offending item. Putting a high priority colonist on haul sorted this out but I expect it's not working as intended.
Nitrous Butterfly  [developer] Jan 6, 2018 @ 7:38am 
Update to 0.12 Test Build now available. Thanks everyone for the great feedback so far. I tracked down and fixed many of the reported issues.

Latest Changes In Test Build
  • Fixed: Colonists not building floor if item container is in that tile
  • Fixed: Game crash when quitting to main menu
  • Fixed: Job priorities not saving/loading
  • Fixed: Power Generator showing name id instead of proper name
  • Fixed: Electronics recipe showing name id instead of proper name in data recovery screen
  • Fixed: Mechanical Parts recipe showing name id instead of proper name in data recovery screen
  • Fixed: Power Generator still providing power when it runs out of fuel
malloc Jan 6, 2018 @ 7:42am 
Nice work Nitrous. One more issue when building a deep drilling robot (haven't tested the normal one yet). I maxed out the stats, all 30 points, so it required 105 steel and 100 each of the electronic and mechanical components. Once they are all available the engineer takes them all and the inventory drops by that amount and starts the robot building but then the engineer walks back to the storage and returns 95 steel and all 100 of both component types so net cost is only 10 steel. I forged 10 more steel and did it again, same result.
Nitrous Butterfly  [developer] Jan 6, 2018 @ 7:47am 
Originally posted by malloc:
Nice work Nitrous. One more issue when building a deep drilling robot (haven't tested the normal one yet). I maxed out the stats, all 30 points, so it required 105 steel and 100 each of the electronic and mechanical components. Once they are all available the engineer takes them all and the inventory drops by that amount and starts the robot building but then the engineer walks back to the storage and returns 95 steel and all 100 of both component types so net cost is only 10 steel. I forged 10 more steel and did it again, same result.
Very nice catch. I'll take a look into that for the next Test Build patch, which probably won't be until Monday.
malloc Jan 6, 2018 @ 7:58am 
Tested the worker bot, same result with the new recipe. The iron was consumed, probably the copper/plastic as well but didn't see them make it and I have too much to notice! but the steel/components are not being used.
The Unknown Jan 6, 2018 @ 8:07am 
Originally posted by malloc:
Nice work Nitrous. One more issue when building a deep drilling robot (haven't tested the normal one yet). I maxed out the stats, all 30 points, so it required 105 steel and 100 each of the electronic and mechanical components. Once they are all available the engineer takes them all and the inventory drops by that amount and starts the robot building but then the engineer walks back to the storage and returns 95 steel and all 100 of both component types so net cost is only 10 steel. I forged 10 more steel and did it again, same result.


Maybe THIS wwas the logistic *pass the parcel* issue i was experiencing? starts to make more sense now :)
malloc Jan 6, 2018 @ 9:16am 
Clone Chamber continues to create a new clone even if power is cut mid-cycle. Clone was successfully produced at the end of the cycle with no power provided. I checked as I wasn't sure if I was going to/should lose the entire progress if power is cut for a certain amount of time, or if the progress would start reverting at the same speed it would normally progress.
Nitrous Butterfly  [developer] Jan 6, 2018 @ 9:25am 
Originally posted by malloc:
Clone Chamber continues to create a new clone even if power is cut mid-cycle. Clone was successfully produced at the end of the cycle with no power provided. I checked as I wasn't sure if I was going to/should lose the entire progress if power is cut for a certain amount of time, or if the progress would start reverting at the same speed it would normally progress.
Another good find. Added it to my bug list. :)
The Unknown Jan 7, 2018 @ 4:30pm 
also... just found out today... about 10 mins in... my guys built a wall as i told them to, but one was trapped outside the wall (because i had already mined it) i noticed it as it happened... got the wall ready for deconstruction... nothing happened... also instead of 3 colonists (humans) there were only 2 (but three in prioity list) *Lucy was invisible* saved and reload = colonists got to work freeing Terry... but as soon as reload happened *invisible* Lucy died

Also what is that *Beeping* noise? if its for job completion it happens far to often IMO
Nitrous Butterfly  [developer] Jan 8, 2018 @ 11:05am 
Thanks for the feedback so far! A new patch to the 0.12 test build is now live.

Additional development focus for 0.12 will be spent on the priority system as well as fine tuning object placement issues.

  • Added: Mining filter button row above mining button to toggle multi-select for normal and deep mining
  • Changed: Deconstruction filter window now shows as button group above deconstruct button
  • Fixed: Engineer not dropping off all required materials to robot assembler
  • Fixed: Clone Chamber still functioning if power/water is becomes not available. Clone progress now paused until power/water is restored.
  • Fixed: Unable to set plant in plant pot
  • Temp Fix: Objects not being able to be placed in locations that should be valid. This is a temporary fix and more work is going in to revising the object placement system.
Rho Jan 8, 2018 @ 4:36pm 
For some reason my game doesn't open at all in this new testbranch. It says that it closed unexpectedly.
Teaj Jan 8, 2018 @ 5:27pm 
Alrighty, I just played through this build for ~2 hours(and honestly don't actually have that many hours yet). Didn't get to the Tech printer as I was fooling around with some things and ended up with collonists too stressed to work and no power for the robots to run on (oops) but I did find a few things in all that messing about!

First one being, The initial inventory you have in the elevator reads as being 39/1. Not really a big deal, just something I noticed.

When I first started this run I noticed a couple times the collonists and worker bot would sometimes be facing away from something they were mining, in one case a colonist was 3 spaces away from anything they could mine and still knocking down dirt.

I ran into a bug when I deselected a large area for mining and seleceted a different zone my worker bot sat in a corner, bouncing up and down with it's status being 'looking for work.' When I turned off mining for it, it went and did work just like normal, but when I turned mining back on again it went back to it's corner. When I selected the dirt in front of it it mined, then moved a few spaces, but then contined it's 'looking for work' bounce. I left if for a minute while I had time paused to mess with some of the colonists, and when I resumed time it went back to working as normal, thankfully.

Then there was just a few small things:
The sounds would cut in and out, with the game being totally silent for long periods.
Colonists were walking directly through storage containers that had no walls behind them
When the robot ran out of power it just started wondering aimlessly. I wasn't sure if this was meant to happen and they just don't have a 'shut down' mode after activation at this point or not.


And finally in the midst of messing around, I decided to select the entire map to mine to see how the game would react. It was fine, but it did make me think that an 'unselect all' option for mining would be nice, since simetimes I have weird areas that I'm trying to cancle mining on.

That's all I got so far.
The Unknown Jan 8, 2018 @ 6:06pm 
TeaJ a few things to note

To de-stress colonists you need to put decor and relaxation items in... benches/flower pots/lights...

have not noticed any of your other bugs yet because i have not played the .12 updte-update yet

a temp fix until sorted is that *save/reload* works 99% of the time

Rho - no idea why you cant play, going to se if it loads for myself and report back
The Unknown Jan 8, 2018 @ 6:07pm 
Rho - i can enter the game world fine, no idea why this is happening for you
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Mercury Fallen > Test Builds > Topic Details
Date Posted: Jan 5, 2018 @ 1:00pm
Posts: 49

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