Mercury Fallen

Mercury Fallen

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Alpha 0.13 Test Build
Alpha 0.13 Now Live on Main Branch:

http://steamcommunity.com/games/704510/announcements/detail/1651004639658476778

A lot of time and energy has gone in to Alpha 0.13 and it's finally time for someone else, other than me, to poke at it and find issues. While there are a lot of additions/changes over all, the primary focus is the new world generation, discoveries, performance improvements and the new notification system.

Start a fresh game when testing the new features

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 0.13 Test Build.

Latest Changes
  • Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering of devices as power/water generators make connections to consumers. This was changed for faster connection time of power/water consumers.
  • Changed: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.
  • Changed: When selected, machines will now highlight the power/water generator they are receiving their power/water from.
  • Fixed: Colonist stuck clearing construction area if they can’t get to item on floor
  • Fixed: Crop Field enable/disable button removed as it did not serve a purpose.
  • Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.
  • Fixed: Some objects not staying highlighted when moused over
  • Fixed: Doctor can no longer starve to death while treating a patient


Full Release Notes

Features
  • New notification system. Notifications now appear as icon buttons at top right. Hovering over them will show more information. Notices stay for much longer and can be dismissed by right clicking them.
  • New Discovery items which can be found in item chests. Discoveries are unique items that are used in various ways such as story content, research and other unlockable content.
    New item chests scattered around the map that contain various resources including discovery items.
  • Changed map generation to include the ruined remains of the Mercury Facility. New generated facility rooms can be deconstructed for materials or re-purposed. These ruined rooms are also a good place to find item chests.
  • AI decision logic now operates in a separate thread for improved performance when having many colonists in facility.

Changes
  • Added: New notification when a colonist increases in a job level
  • Added: Discovery interface under Facility Management.
  • Added: Various types of item chests that can be found and opened for additional items and possible discoveries.
  • Added: Selected colonists now show a path to their destination
  • Added: New quirks related to the muscles attribute
  • Added: Object/Colonist window open/close animation
  • Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering of devices as power/water generators make connections to consumers. This was changed for faster connection time of power/water consumers.
  • Changed: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.
  • Changed: When selected, machines will now highlight the power/water generator they are receiving their power/water from.
  • Changed: Item chest next to elevator now contains starting supplies. Elevator no longer has an inventory
  • Changed: Game settings file now stored in same root folder as saved games.
  • Changed: Colonist will now pause before picking up items on floor. Pause time determined by work speed and hauler job level.
  • Changed: Colonist will now take time to refuel a generator. Action time determined by work speed and hauler job level.
  • Changed. Constructed Robot age is now 1 instead of a random age
  • Changed: Colonist will now re-plan walk path if path becomes blocked/invalid after planning a walk path
  • Changed: Colonists will now check more surrounding tiles when trying to become unstuck if an object is placed on top of them.
  • Changed: Crop Field interface now shows if it’s waiting for a colonist to plant the crop.
  • Changed: Crop Field now shows progress bar instead of just percent text
  • Changed: Haul job role renamed to Hauler
  • Changed: Computer Station renamed to Research Station. Description also updated.
  • Changed: Data Recovery now referenced as Research Projects
  • Changed: Various changes to research times.
  • Changed: Robot Charge pad now unlocked from Utilities research
  • Changed: Some research projects now require items to be discovered before they can be researched
  • Changed: Research interface no longer references research progress in time. It is now just in generic research points as time was not an accurate measure anyway.
  • Changed: Research prerequisites now show if a discovery item is also required
  • Changed: Missing colonist stasis capsules and inactive robots are now more evenly spaced out during map generation.
  • Changed: Colonist Management button icon changed and tool-tip renamed to Facility Management
  • Changed: Ailment notifications now provide information on the cause of the ailment
  • Changed: Optimized management systems for improved over all performance
  • Changed: Optimized UI Icon loading for improved performance
  • Changed: Updated crop field object icon
  • Changed: New game starts with some fuel already in the power generator.
  • Changed: UI Scale setting defaults to medium instead of Large
  • Changed: Clear construction action is now a builder action instead of a hauler action
  • Changed: Clone Chamber interface now shows progress bar instead of text for clone progress
  • Changed: Research progress bar in research station interface now shows percentage
  • Changed: Can not build floors on tiles selected for deep mining
  • Changed: Objects/colonists now remain highlighted if their info window is open
  • Changed: Assembly Floor moved to Tech Printing research project
  • Changed: Basic Robots now requires Tech Printing instead of metallurgy
  • Changed: Placed objects that generate or require power no longer auto create conduits

Fixes
  • Fixed: Tutorial task complete sound is heard repeatedly even after completing a task.
  • Fixed: Colonist not moving or performing other tasks if hungry and no food is available.
  • Fixed: Colonists sleeping standing up
  • Fixed: Colonist can receive ailment more than once
  • Fixed: Haul to generator action not giving haul job experience
  • Fixed: Wrong icon for MedBay Floor in object list
  • Fixed: Blurry game speed icons
  • Fixed: Job name shows multiple times when changing recipe from drop down in craft queue.
  • Fixed: Colonist not picking up items on ground if some of the items don’t have a place to be stored.
  • Fixed: Colonist attempting to move food items to fridge even if fridge is not powered.
  • Fixed: Colonist stuck in bed after loading a saved game.
  • Fixed: Multiple colonists attempting to haul same items to storage in some instances
  • Fixed: Various typos
  • Fixed: Object placement graphic not showing after cancelling build while dragging.
  • Fixed: Some jobs not being performed if priority set to lowest (10)
  • Fixed: Can select tiles for deep mining that have a floor or other structure
  • Fixed: Water conduits unable to be selected in water overlay
  • Fixed: Power generator still providing power after being deconstructed.
  • Fixed: Colonist stuck clearing construction area if they can’t get to item on floor
  • Fixed: Crop Field enable/disable button removed as it did not serve a purpose.
  • Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.
  • Fixed: Some objects not staying highlighted when moused over
  • Fixed: Doctor can no longer starve to death while treating a patient
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Showing 1-15 of 17 comments
That's great news and quite the list aswell. Good job there Tim :steamhappy: Will start testing asap.
Big list of new items to check out. :steamhappy:
Latest Changes:
  • Changed: Computer Station renamed to Research Station. Description also updated.
  • Changed: Robot Charge pad now unlocked from Utilities research
  • Changed: Item Chest contents interface now has a button to show discoveries
  • Fixed: Medical Chests being spawned in map. Medical chests are not meant to be in this version
  • Fixed: Dirt walls spawning on top of starting machines, including elevator
  • Fixed: Colonists not planting crops in some instances
Thanks for all the feedback so far!

Latest Changes
  • Fixed: Missing icons in plant pot drop down options
  • Fixed: Missing gender icon in colonist hover tooltip
  • Fixed: Colonist stuck/not moving when attempting to collect items on the floor if another colonist gets there first.
  • Fixed: Object placement graphic not showing after cancelling build while dragging.
  • Fixed: Need meters in colonist management interface all showing full instead of correct value
  • Fixed: Unable to find the last 7 data log discoveries
  • Fixed: Colonist path not showing if colonist is selected while game is paused
Sounds and looks good!
Latest Changes:

  • Changed: Constructed Robot age is now 1 instead of a random age
  • Changed: Game settings file now stored in same root folder as saved games.
  • Changed: Colonist will now re-plan walk path if path becomes blocked/invalid after planning a walk path
  • Changed: Colonists will now check more surrounding tiles when trying to become unstuck if an object is placed on top of them.
  • Changed: Crop Field interface now shows if it’s waiting for a colonist to plant the crop.
  • Changed: Crop Field now shows progress bar instead of just percent text
  • Fixed: Some text still made references Data Recovery instead of Research Projects
  • Fixed: Item chests spawning in ruined room walls
  • Fixed: Some jobs not being performed if priority set to lowest (10)
  • Fixed: Colonist stuck in bed after loading a saved game.
  • Fixed: Multiple colonists attempting to haul same items to storage in some instances
Latest Changes:

  • Changed: UI Scale setting defaults to medium instead of Large
  • Changed: Clear construction action is now a builder action instead of a hauler action
  • Changed: Clone Chamber interface now shows progress bar instead of text for clone progress
  • Changed: Increased blueprint drop chance from tech chests
  • Changed: Research progress bar in research station interface now shows percentage
  • Changed: Can not build floors on tiles selected for deep mining
  • Changed: Objects/colonists now remain highlighted if their info window is open
  • Changed: Assembly Floor moved to Tech Printing research project
  • Changed: Basic Robots now requires Tech Printing instead of metallurgy
  • Changed: Placed objects that generate or require power no longer auto create conduits
  • Fixed: Can select tiles for deep mining that have a floor or other structure
  • Fixed: Colonists can walk through dirt/ore walls that contain an item chest
  • Fixed: Tooltip text for HUD buttons overlaps tooltip background edge
Amazing to see how much time and effort you put into creating and developing MF. Keep up the good work :steamhappy:
Originally posted by Hawk Hammerfist:
Amazing to see how much time and effort you put into creating and developing MF. Keep up the good work :steamhappy:
Test Build is coming along nicely. Just about ready for final release. Thanks :)
Latest Changes
  • Changed: Item chest next to elevator now contains starting supplies. Elevator no longer has an inventory
  • Fixed: Colonist unable to find starting food
  • Fixed: Colonist stuck while eating and tired if standing next to elevator
  • Fixed: Error/possible freeze if dragging object off of map area during object placement
  • Fixed: Unable to select tile for deep mining if tile is in walkable green area of another object
  • Fixed: Water conduits unable to be selected in water overlay
  • Fixed: Notification buttons flickering when hovering over them in some instances
Latest Changes
  • Fixed: Power Conduits not selectable
  • Fixed : Notification pop-up info sometimes getting stuck open
  • Fixed: Discovered items in Discovery Interface showing wrong background image when loaded from save game
  • Fixed: Power generator still providing power after being deconstructed.
  • Fixed. Power generator magically sending power through conduits that are only adjacent to and not directly under the power generator.
  • Fixed: Conduits delivering resource to machine if conduit is only on green walkable tile of object. Conduit must be directly under at least one occupied tile.
Latest Changes
  • Fixed: Doctor/Patient still using Medi-Bed if Medi-Bed loses power while still in use
  • Fixed: Using more power than is being generated in some instances
Very Interesting happenings ... Thank you for a Great Game and always improving. .. :steamhappy:
Originally posted by gpcstargate:
Very Interesting happenings ... Thank you for a Great Game and always improving. .. :steamhappy:
Thanks! Test build is coming along very well and hope to have a release out next week. :steamhappy:
Latest Changes:

  • Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering of devices as power/water generators make connections to consumers. This was changed for faster connection time of power/water consumers.
  • Changed: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.
  • Changed: When selected, machines will now highlight the power/water generator they are receiving their power/water from.
  • Fixed: Colonist stuck clearing construction area if they can’t get to item on floor
  • Fixed: Crop Field enable/disable button removed as it did not serve a purpose.
  • Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.
  • Fixed: Some objects not staying highlighted when moused over
  • Fixed: Doctor can no longer starve to death while treating a patient
< >
Showing 1-15 of 17 comments
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Date Posted: Feb 23, 2018 @ 11:07am
Posts: 17