Mercury Fallen

Mercury Fallen

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Nitrous Butterfly  [vývojář] 8. srp. 2019 v 10.56
Update 21 Test Build
Update 21 :: Expeditions Update now available on main branch!

https://steamcommunity.com/games/704510/announcements/detail/1591381408651412554



It's been a long time coming, but Update 21 is now available on the Test Build branch! 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.

Feature Highlight
  • Research now unlocked using tech points, tech fragments and/or bio samples
  • Research Station generates research points instead of working towards an assigned research project
  • Added recipe and crop research sections to research interface
  • Sand now mineable underground
  • Added population cap for human colonists
  • Added Vehicle Bay building which is constructed on the surface (replaces vehicle assembly station)
  • Can now create expeditions to send colonists to the surface to investigate points of interest. Points of Interest offer new rewards.
  • Added Comm Station and Comm Officer Job Role which scan for points of interest on the surface
  • New vehicle actions
  • Various UI improvements

View the release notes below for a full list of what's new and different.

Feedback Survey
If you've had a chance to play the Test Build for a bit please check out the following survey to help with additional feedback.

https://www.surveymonkey.com/r/DFMLJRG

Save Games
While existing saved games should still work in Update 21, it is highly recommended to start a new game to experience to the new game balance and progression.

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 can be 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 accessing the Test Build branch click the link below:
http://steamcommunity.com/app/704510/discussions/3/2381701715712468002/

Additional information on submitting bug reports:
http://www.mercuryfallen.com/bug-reports


Testing Info
  • Please keep all bug reports, feedback and discussion to this thread, the test-build discord channel or in a direct email to info@mercuryfallen.com
  • If you report a bug/issue, please provide details on how I can cause the bug/issue to occur. Provide as much relevant information as you can. If I can’t see it, I can’t fix it.
  • If you submit a bug report related to the test build via email, please state you are using the test build.
  • In addition to bugs/issues please let me know what you like or dislike regarding any new features.

In Process
  • Additional POI types
  • Additional discovery items
  • Bug squishing. Always tracking down and removing bugs.

Latest Changes/Fixes -- TB-13
  • Colonists crafting multiple items will still gather materials for multiple items, but now craft items one at a time at the craft station.
  • Recipe and crop research items greyed out and non-interactive if missing required discoveries.
  • Fixed: Discovery items not marked as found from flora/fauna expeditions
  • Fixed: Vehicle construction complete notification not selecting vehicle bay when clicked

Release Notes

Surface Construction
  • Added construction category buttons to bottom of plant map interface
  • Added Vehicle Bay building which can be placed on surface tiles adjacent to the facility. This new building is where vehicles are constructed. Vehicle Assembly Station removed.
  • Added new Shipping Container object. A shipping container is required for colonists to deliver Items for surface construction/delivery.
  • Added new Receiving Container object. Items delivered from the surface are placed here. Items from surface no longer appear next to the elevator and are only accessible from the receiving container. Items will still be delivered, but are only accessible at the receiving container.

Expeditions
  • Added Comm Station object. Comm Station used to scan for points of interest on planet surface.
  • Added Comm Officer job role.
  • Added Expeditions section to planet map interface
  • Added scan coverage planet map display mode

Population Cap
  • Added human colonist population cap.
  • Added O2 Generator which can increase colonist cap
  • If colonist population is over capacity then some colonists will suffer from oxygen deprivation and perish
  • Added Life Support research to unlock O2 Generators


Graphics
  • Added real time shadows on high quality setting
  • Night time now darker on planet map
  • Map table texture detail increased
  • Updated look of all ingot icons

UI
  • Colonist cards now show current colonist action
  • Infinity Corp. logo now looks more sinister
  • Job role selection window no longer shows attribute requirements if playing on default/easy difficulty
  • Game HUD now shows human and robot population counts separately
  • Changed utility build category icon
  • Added a drop shadow to hud button icons to make them pop a bit more
  • Added a drop shadow and hover animation to object build menu buttons
  • Notification tabs no longer overlap facility management close button
  • Notification tabs no longer overlap color picker

Vehicles
  • Removed vehicle cap
  • Minor change to vehicle info on the planet map interface vehicle list
  • Added an auto explore action to D.O.G.E. and Wasp vehicles
  • D.O.G.E. and Wasp now have an action to convert them into a remote radar station. This increases the scannable area where points of interest can be generated.
  • Beetle Miner and Whale Miner now have an action to convert them into a remote mining facility. Remote mining facility mines from a range of adjacent tiles and includes new mining options.
  • Added new resource transport vehicle. These can be assigned to mining stations to automatically collect and deliver resources to the primary facility.
  • Added new rover vehicles for expeditions.
  • Vehicle and building models are now smaller.

Discoveries
  • Discoveries button shows the number of new discoveries
  • Added resources discoveries category
  • Added discovery sections for tier 2 equipment blueprints
  • Added discovery section for vehicle blueprints

Research
  • Active research no longer applicable and removed from game hud
  • Added research projects button to game hud button bar
  • Research Projects button shows the number of available research projects
  • Computer Station now generates research points instead of researching towards a specific research project
  • Research projects now unlocked by spending research points, tech fragments and/or bio samples
  • Accrued research points have a starting cap
  • Items unlocked in research description now have better tooltips
  • Research projects now have tooltips
  • Updated look of research project info section
  • Data Servers can now be constructed to increase research point cap
  • Added new recipes section to research screen to unlock recipes at various workstations
  • Added new crops section to research screen to unlock discovered crops
    Equipment items moved to recipes section
  • Tier 2 equipment item research now requires their own blueprint discoveries
  • Added Data Servers research project
  • Added Surface Exploration research project
  • Added Mining Platforms research project
  • Utilities research renamed to Plumbing
  • Robot Recycler now unlocked under separate research project
  • Research tree structure and costs has been revised

Misc
  • Allowed Items interface for storage containers now has select all and select none buttons
  • Craft queue items now have a “Deliver To Storage” toggle option. When checked colonists will deliver the produced item to storage, otherwise they will drop the item on the floor.
  • New game interface now has a scenario drop down which includes easy, default and challenge options.
  • Default game scenario no longer limits colonist job roles based on attributes. This is now only in the challenge scenario.
  • Fertilizer now optional when setting crop type in both crop field an aeroponics farm.
  • Colonists will now strictly adhere to the construction queue order. If the object in the first position of the construction queue can’t be constructed colonists will not skip it to build other objects.
  • First construction object in build queue now highlighted green
  • Mineable sand added to facility world generation
  • Glass recipe uses 5 sand instead of 3
  • Silicon Carbide now uses 4 sand and anthracite instead of 2
  • Updated existing guide topics to reflect changes
  • Added Points Of Interest guide topic
  • Added Expeditions guide topic
  • Mineral chests now have a much higher chance of having ingots instead of raw ores
  • Updated notification system to allow for unique and repeatable notifications. Existing notifications migrated to new system.
  • Added notification if low on food
  • Colonist death from doctor critical fail no longer states death as unknown causes
  • Unpausing the game will now resume at the previously set game speed
  • Colonists will now craft multiples of an item based on their job role level. Example: A level 1 engineer will gather materials for and craft 1 item at time from a craft queue. A level 5 engineer will gather materials for and craft 5 items at a time from a craft queue.
  • Broken machines now have a new visual effect
  • Decreased durability of mineable resources

Fixes
  • Fixed: Craft queue add item menu freeze when changing type in some instances
  • Fixed: Colonists not affected by light sources from placed objects
  • Fixed: Colonist attempting to drop off items on a floor tile that they can’t get to
  • Fixed: Particle effect missing when opening stasis capsule.
  • Fixed: Deconstruction selection highlight on floors/conduits rendered on top of other objects
  • Fixed: Move to vehicle action not cancelled when deselecting vehicle with right click
  • Fixed: Crop Fields can be placed on floor tiles
  • Fixed: Robot running in place when crafting at tech printer
  • Fixed: Colonist not repairing machines if repair kit exists but they can’t get to it
  • Fixed: Colonist rosters reset after loading saved game
  • Fixed: Some data generating invalid id values which causes issue when loading saved games in some instances
  • Fixed: Pressing space to unpause not working after clicking speed buttons
Naposledy upravil Nitrous Butterfly; 28. srp. 2019 v 7.32
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Zobrazeno 1630 z 68 komentářů
Tinkering:

Currently playing with default 3 starting colonists but with 4 starting robots and this feels like a nice start to me; I've hardly ever had to set my game to hyperspeed due to boredom of waiting for things to get done! :P

Also I trippled the number of colonists/robots found on a large map. Actually found a robot before I've mined a quarter of the map this time! :) Still no people but I figure I'll get there eventually. Note from the future: This feels like too many late game; double would be more than enough I think, I mainly just want to get an extra worker or two early game so I don't know quite how to balance it.

Modded the horizontal storage crate to be 4000 in size and only acept raw minerals and fuel. Micromanaging of storage has dropped off the cliff so far, so, yay! :)

Would really like to be able to mod to start with a deep driller as well. My OCD requires me to dig all the stuff on the map. :)

Yay!:

Minerals chests aren't depressing my colonists anymore! :)

Huh?:

I've discovered rutile and unrefined gold in the research screen; but I don't have any rutile or unrefined gold. Seems... odd?

Pressing space to unpause speed, immediately pauses the game again... sometimes? But when it keeps re-pausing it keeps re-pausing. Weird.

Low on food warning but plenty of potatoes? https://steamcommunity.com/sharedfiles/filedetails/?id=1833314401

Robot Assembly doesn't decrease decor like most of the other builder-things? Kinda makes sense, but also kinda feels off.

No deep mining of sand?

-.-

It would be nice for food chests not to have just potatoes as well. Honestly just the 'emergency rations' in food chests would probably make more sense then potatoes in a box that had supposedly lasted who knows how long. :P

I think my colonists find potatoes depressing; but no-one's killed themselves via stavation so far at least. >.>

Nitpicking:

Missing tooltip: https://steamcommunity.com/sharedfiles/filedetails/?id=1833312363

The cloning tool is broken and our colonists are half-horse since I don't think humans can sleep standing up: https://steamcommunity.com/sharedfiles/filedetails/?id=1833309987

Robot Assembler feels like it needs to much steel? Was expecing more like 15-20 not 25. But that's pretty arbitary.

Deep Driller cost feels too high for it's one-use purpose. Bit of a hard one to balance since it feels like it should have a smaller cost then the worker since it only does one thing; but on the other hand it allows you to get access to a lot more resources; on the gripping hand you get overwhelmed with resources already, especially once you start digging above ground; on the gripping gripping(?) hand you only ever need two of them so 400 research, and 130 tech+fasterners+bioplastic is I guess relatively cheap. /shrug

Build order stalling:

This is hitting me hard on my current playthrough: https://steamcommunity.com/sharedfiles/filedetails/?id=1833315362

Almost every colony day I notice nothing's being built and have to track down what thing is blocking it. So far it's been:

* wall blocked by water
* power line blocked by other things
* building something in an area currently blocked off by dirt needing to be dug
* floor being built over water, the 'far' tile is #1, so the 'near' one at #2 can't be placed to be able to place the far tile.
* low importance but 'expensive' stuff blocking high important but 'cheap' stuff; I encountered this with beds and power lines at the start of this game, but I imagine it was causing me problems late last game as well and I didn't realise it.

Pefect storm of build-blockage I think: https://steamcommunity.com/sharedfiles/filedetails/?id=1833413351 :P

I'm guessing it's this change that's causing building micromanagement:
Colonists will now strictly adhere to the construction queue order. If the object in the first position of the construction queue can’t be constructed colonists will not skip it to build other objects.

There probably needs to be more visiblity of the build queue if it's going to be so strict. Plus some way of adjusting it that isn't just "put this single tile to the head of the queue", often I want to force it to the last since it's blocking my build queue. The 'highlighted green' is rather nice, but again if it's a 1x1 tile thing, or underground, it's not that easy to spot as your base spreads out or you're building far out on a larger map.

Often I'll have built a wall or something and want to override to, say, build an electricly line first. Currently there's no way to just say "lay down these tiles with highest importance" I have to run the lines then go one by one increasing their importance so I can get them built in time for me to put a 2x2 object down on top of it or similar.

#insert < lightbulb > Also I think this is why last game my guys all starved at the start. I tend to to throw a bunch of stuff down at the start like beds and a spare generator so I don't forget about them later... but the breaks the build order now unless I micro. :/

Summary:

Game is still fun. Haven't had a chance to go topside on this new playthrough yet, but I've mined most of my large map and haven't encountered randomly starving and dying colonists so far, so I guess some of that is fixed. :)
Naposledy upravil Darke; 13. srp. 2019 v 10.07
Nitrous Butterfly  [vývojář] 13. srp. 2019 v 10.31 
Thanks for the great and detailed feedback. Glad to hear some things have improved and the game is still fun. :)

I plan to change the horizontal container to a large container with a larger capacity.

The research screen will see an update to hide recipe/crop research that require discoveries you haven't made yet. This has been on the list as it doesn't make a lot of sense to have a research project for something you haven't discovered.

Vehicle/robot costs are still on the list to get reviewed and revised.

Regarding the build order issue, colonists should probably skip objects they can't get to. That is an easy fix. While a more robust management of the build queue probably won't get added in this update I can see a low priority button added to move an item to the bottom of the build queue.

The low food notice should be fixed in the latest update.

Colonists occasionally sleep standing up. This is a long "standing" issue. This isn't by design, but I haven't tracked down the cause of it yet. In the mean time it's amusing. :)

No problem. :)

Re: containers: I think there's a benefit as well of having a 'stockpile' style container that only accepts raw materials and fuel by default (and you can 'deselect' items if you don't want eg, sand to be collected in it). The quadrupling the size wasn't as much of a benefit as me just being able to build a dozen and not have to fiddle with what they accept at all, since the bulk of the resources all game are the 'raw materials' you collect and they only accepted that I could make sure all the other items picked up went straight back to base.

Re: build order: I think it should also skip down to building things that only cost 'structure resin' if it can't build previous items in the queue. That would mean it would never block things like electricity/water pipes, walls, and most of the floor tiles, which is usually part of the things-blocking-things issues I've had. Or I guess just try to build the walls/pipes/floor object types if possible, that would possibly be simpler logic. It's only the things you try to put on the floor/walls that are usually the expensive/time consuming to manufacture bits.

Also another couple of notes I thought of while torturing the AI getting it to build 3000+ items whilst also mining a quarter of the map. (I think if we ever get true artificial intelligence I'm going to have sit a war crimes trial. :/ )

+5 people per O2 tank seems too much? I initially assumed one extra tank means one extra person supported... but that seems to low. Not that I've really used it, I'm getting along fine with just 9 humans and 9 robots so far this game.

A counter on the HUD for the current size of the build queue would be useful to track of things have stalled or not. And also to work out if you've stacked way too many tasks up which I've got a tendency of doing. O:)

Also I noticed there's an issue with chests spawning on top of one another, like two mineral chests on the same square. I think this might be a side effect of trying to spawn more chests in a small, ruined room, then there is space to spawn them so they all go on the same square or two.
Naposledy upravil Darke; 13. srp. 2019 v 11.11
Nitrous Butterfly  [vývojář] 14. srp. 2019 v 10.26 
Latest Changes/Fixes -- TB-5
  • Updated look of all ingot icons
  • Minor improvement to load times
  • Fixed: Possible game crash when reloading a saved game before building a vehicle bay
  • Fixed: Some data generating invalid id values which causes issue when loading saved games in some instances
  • Fixed: Pressing space to unpause not working after clicking speed buttons
  • Fixed: On Foot expeditions not saving/loading
Small bug: Crimson bloom as decor plant is available again, from start.

Overall a very stable update so far. Started fresh and havent researsched much yet. Thumb up for the green marking of the blueprint first in queue.

Edit: Graphical error, lights reflect from the lightbulb, on the floor on the outside of the wall. That is lights go through the walls.

Also a typing error in research info panel, at surface exploration. You wrote "to" 2 times in a row.
Naposledy upravil Moonminer008; 14. srp. 2019 v 13.33
Nitrous Butterfly  [vývojář] 15. srp. 2019 v 12.39 
Moonminer008 původně napsal:
Small bug: Crimson bloom as decor plant is available again, from start.

Overall a very stable update so far. Started fresh and havent researsched much yet. Thumb up for the green marking of the blueprint first in queue.

Edit: Graphical error, lights reflect from the lightbulb, on the floor on the outside of the wall. That is lights go through the walls.

Also a typing error in research info panel, at surface exploration. You wrote "to" 2 times in a row.
Thanks for the feedback. Glad to hear it's stable so far. :) Some items to add to the fix list.
Nitrous Butterfly  [vývojář] 15. srp. 2019 v 12.59 
Latest Changes/Fixes -- TB-6
  • Added Sea Turtle transport vehicle
  • Vehicles are now set as camera focus when embarking
  • Build info now has a Low Priority button to set object to the last place in the build queue
  • Expedition vehicles now show in vehicle list on planet map. Can create an expedition by clicking an exploration vehicles embark button or clicking create expedition button. This was changed to allow vehicle upgrades on expedition vehicles.
  • Fixed: Tech Fragments and Bio-Samples amount always shows zero
  • Fixed: Deliver To Storage option in craft queue not saving/loading
  • Fixed: Colonists not properly deselected when changing vehicle in create expedition window
  • Fixed: Machine rosters not allowing more than one colonist to be assigned
Something has happened with the mouse steering. When I scroll to zoom It zoom max in or max out.
In the menus when I scroll, the menu content bungee jump back and fort.

Edit: I paused the game while writing this. When I returned, it was normal again.

Editing:

I have 900 watts of power available, but uses 1005 watts. Finally free energy discovered :P

Pathfinding sucks sometimes. When a large number of crates after mining are spread out, the colonist pick 1 crate then go to the other end of the area to pick the next, then back and so on, multiplying walking distance by 25. Same thing when they place building materials in a whole room, the colonist placed resin at 1 wall, then walk out and around the map to access a flor tile, then back all around, even if she could have placed it from inside the blueprintroom without walking in a loop through the base/dirt outside the base walls.

I still miss the abiliti to filter the map, it should be 1 mode to show the map as it is now, and 1 mode when only the ores show.

The manual way is to draw my base on a graph paper when I start a new game so I know which floor tile is over an ore tile.
Naposledy upravil Moonminer008; 16. srp. 2019 v 10.54
Nitrous Butterfly  [vývojář] 16. srp. 2019 v 13.43 
Moonminer008 původně napsal:
Something has happened with the mouse steering. When I scroll to zoom It zoom max in or max out.
In the menus when I scroll, the menu content bungee jump back and fort.

Edit: I paused the game while writing this. When I returned, it was normal again.

Editing:

I have 900 watts of power available, but uses 1005 watts. Finally free energy discovered :P

Pathfinding sucks sometimes. When a large number of crates after mining are spread out, the colonist pick 1 crate then go to the other end of the area to pick the next, then back and so on, multiplying walking distance by 25. Same thing when they place building materials in a whole room, the colonist placed resin at 1 wall, then walk out and around the map to access a flor tile, then back all around, even if she could have placed it from inside the blueprintroom without walking in a loop through the base/dirt outside the base walls.

I still miss the abiliti to filter the map, it should be 1 mode to show the map as it is now, and 1 mode when only the ores show.

The manual way is to draw my base on a graph paper when I start a new game so I know which floor tile is over an ore tile.
Interesting report on the path finding. They should go to next closest target. Thanks for the feedback/reports. The bug squashing continues. :)
Nitrous Butterfly  [vývojář] 16. srp. 2019 v 14.17 
Latest Changes/Fixes -- TB-7
  • Gold and Titanium discoveries now found from biome scans
  • Updated the discoveries that are found in various biomes
  • Changed order of Surface Exploration and Data Servers research project
  • Recipe/Crop research items no longer visible if required discovery hasn’t been made
  • Reduced cost of Surface Exploration research project
  • Increased cost of Vehicle Construction research project
  • Fixed: Machine not being repaired when loading saved game if durability is at 0
  • Fixed: Incorrect text and options in crashed ship poi
  • Fixed: Missing research and discovery for Crimson Bloom
  • Fixed: Missing language strings for story action button and tooltip

Thanks for all the great feedback and reports. If you have had a chance to check out the Test Build branch please take a couple minutes to complete the tester survey: https://www.surveymonkey.com/r/DFMLJRG
Nitrous Butterfly  [vývojář] 17. srp. 2019 v 8.30 
Latest Changes/Fixes -- TB-8
  • Removed previous change: “Recipe/Crop research items no longer visible if required discovery hasn’t been made”. This caused various issues. This will be fixed and re-implemented later.
  • Fixed: Surface Exploration research costs more than available research cap
  • Fixed: On foot expeditions appearing in vehicle list
Darke původně napsal:
OCD Example: https://steamcommunity.com/sharedfiles/filedetails/?id=1830297639

The worst thing is, the elevator is never in the centre of the map, making it impossible to lay out a symmetric base that fills the whole map.
On foot expeditions dont work, they wait for resources and thats it

Edit: they didnt aquire any resources, but was still able to walk away without losing health or power. I cant figure out how to scan anything. (I haven't built a vehicle garage yet- I placed it now, in un-scanned biome.)


The colonist who carry materials to the dispenser, to build the garage, carry almost 1k materials. 20 times her carry limit :)

Edit 2: after building the garage, I cant scroll around on the surface map anymore. Its stuck in 1 position.

Edit forget it: The time froze too in the planet surface map. But the radar antenna animation on the base, and the smoke from the garage, goes as normal.

After saving, quitting and reloading, I cant even access the surface map. I tried exit the game and reload 2 more times, and no surface map.
Naposledy upravil Moonminer008; 17. srp. 2019 v 11.48
Your survey is bugged out. You cant choose more than 1 "liked it" in the entire scheme. You can place 5 different answers, but not 2 similiar answers, the first marking pops away when you do.
Nitrous Butterfly  [vývojář] 17. srp. 2019 v 13.16 
Moonminer008 původně napsal:
On foot expeditions dont work, they wait for resources and thats it

Edit: they didnt aquire any resources, but was still able to walk away without losing health or power. I cant figure out how to scan anything. (I haven't built a vehicle garage yet- I placed it now, in un-scanned biome.)


The colonist who carry materials to the dispenser, to build the garage, carry almost 1k materials. 20 times her carry limit :)

Edit 2: after building the garage, I cant scroll around on the surface map anymore. Its stuck in 1 position.

Edit forget it: The time froze too in the planet surface map. But the radar antenna animation on the base, and the smoke from the garage, goes as normal.

After saving, quitting and reloading, I cant even access the surface map. I tried exit the game and reload 2 more times, and no surface map.
Thanks for the report. Can you send me your save game file to info@mercuryfallen.com for further investigation? Save file location/reporting info: http://www.mercuryfallen.com/bug-reports/
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Zobrazeno 1630 z 68 komentářů
Na stránku: 1530 50

Datum zveřejnění: 8. srp. 2019 v 10.56
Počet příspěvků: 68