Mercury Fallen

Mercury Fallen

View Stats:
This topic has been locked
Nitrous Butterfly  [developer] Oct 5, 2018 @ 7:45am
Alpha 0.16 Test Build
Alpha 0.16 Now Live!

https://steamcommunity.com/games/704510/announcements/detail/1689305529913212565


Alpha 0.16 is now available on the Test Build branch. There are a bunch of great new additions, changes and fixes. Something I'm very excited about is improved efficiency of construction and hauling to storage.

Check out the release notes below for all the additions/changes in Alpha 0.16.

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 is often 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/


Testing Notes
  • Please keep all bug reports/comments related to this test build as a response to this thread 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.

Latest Changes
  • Fixed: Able to build Beetle Miner at vehicle assembly station before researching it.
  • Fixed: Default job priorities, when jobs have the same priority, not being prioritized in the correct order.
  • Fixed: Job action priorities not calculated correctly in some cases.

Alpha 0.16 Release Notes

Features
  • Added: Geothermal Generator. Must be placed over thermal vents.
  • Added: Geothermal Power research project
  • Added: Naturally occurring thermal vents which can be harnessed for power. Existing save games will also generate thermal vents on tiles with a dirt floor or dirt wall.
  • Added: Drop Off vehicle action to beetle miner. This allows items to be deposited at the adjacent facility without having to dock the vehicle.
  • Added: Research progress meter to lower game bar

Changes
  • Changed: Builders will now collect and deliver build materials to multiple objects, within proximity to each other, before construction. This improves construction efficiency so that builders are not running back and forth for each object to be constructed.
  • Changed: Colonists now pre-calculate items to bring to storage. This ensures multiple colonists aren’t trying to collect the same items.
  • Changed: Colonists better determine what items to collect and bring to storage.
  • Changed: Colonists will no longer pick up more than their carry capacity when hauling to storage.
  • Changed: Research window now opened by clicking research progress display on lower game bar.
  • Changed: Deep mine selection button tool-tip now states a deep driller bot is required for deep mining.
  • Changed: Vehicles, when out of power, will now pause for power recharge and continue their active action once power is refilled.
  • Changed: Icon of ‘move to’ vehicle action
  • Changed: Reduced material requirements for various recipes
  • Changed: Power generator no longer consumes fuel if not connected to or delivering power to any machines
  • Changed: Job role work speed bonus per level tweaked to be more noticeable.
  • Changed: Job work speed bonus now shown in job tool-tip
  • Changed: Minor increase to colonists base run speed.
  • Changed: Updated various tool-tips to show more information or provide more clarity.

Fixes
  • Fixed: Camera doesn’t track vehicle when clicking vehicle icon if vehicle is already selected.
  • Fixed: Vehicle continues to move even when out of power
  • Fixed: Vehicle action bar doesn’t disappear when docking vehicle.
  • Fixed: Vehicle consuming power after clicking move to action, but before destination is clicked.
  • Fixed: Power generator contributing to total power output even if not outputting power
  • Fixed: Multiple vehicle actions can be performed at once in some instances
  • Fixed: Crimson Bloom able to be used in plant pot before research for it is completed
  • Fixed: Wheat Thorn discovery can’t be found. Related biome will need to be re-scanned to make discovery if previously scanned.
  • Fixed: Robot charge station visually shows as constructed when first placed.
  • Fixed: All colonists have the same carry capacity. This is now correctly based on muscles attribute.
  • Fixed: Various improvements to colonist AI logic to increase performance
  • Fixed: Objects marked for deconstruction don’t save/load.
  • Fixed: Object build queue order not saved/loaded.
  • Fixed: Builder pauses movement when in object placement mode.
  • Fixed: Able to build Beetle Miner at vehicle assembly station before researching it.
  • Fixed: Default job priorities, when jobs have the same priority, not being prioritized in the correct order.
  • Fixed: Job action priorities not calculated correctly in some cases.
Last edited by Nitrous Butterfly; Oct 11, 2018 @ 8:10am
< >
Showing 1-15 of 40 comments
Moonminer008 Oct 6, 2018 @ 3:58am 
I have come to "day 5" in this testbuild. When I mark walls for demolition, and save and exit, the demolition markings are gone when I reload the game.

Also, the build queue is messed up (That counts for the normal version of the patch before this test build too) when I reload the game. It looks like its randomized what have which priority. Or that it is from left to right in the map. Not sure.

If the colonist are done with mining marked blocks, they stand and "mine" for several seconds before starting next task.

Edit:15 min later all colonist and robot "froze", I had to exit to main menu and reload the save before they "awakened".

Edit 2: I can confirm that the building queue is resorted each time I reload the game. It re-prioritize the blocks from south to north on the map, one column at the time, from left to right.
Last edited by Moonminer008; Oct 6, 2018 @ 5:01am
Nitrous Butterfly  [developer] Oct 6, 2018 @ 5:40am 
Originally posted by Moonminer008:
I have come to "day 5" in this testbuild. When I mark walls for demolition, and save and exit, the demolition markings are gone when I reload the game.
Thanks for the report. This is something I'm aware of and on the to-do list.


Originally posted by Moonminer008:
Also, the build queue is messed up (That counts for the normal version of the patch before this test build too) when I reload the game. It looks like its randomized what have which priority. Or that it is from left to right in the map. Not sure.
Good catch and a bit of an oversight on my part. The data for this is not saved/reloaded. Upon reload it does get reset based on how the data get's loaded instead of how it was prioritized. Added to to-do list.

Originally posted by Moonminer008:
If the colonist are done with mining marked blocks, they stand and "mine" for several seconds before starting next task.
Hmm. Will have to look into this. Does this happen every time or randomly?


Originally posted by Moonminer008:
Edit:15 min later all colonist and robot "froze", I had to exit to main menu and reload the save before they "awakened".
This is certainly not good. Are you able to replicate this issue? If it does happen again, please exit and send your game log file: http://www.mercuryfallen.com/bug-reports/

Thanks for the reports. :)
Nitrous Butterfly  [developer] Oct 6, 2018 @ 8:16am 
Latest Changes
  • Fixed: Objects marked for deconstruction don’t save/load.
  • Fixed: Object build queue order not saved/loaded.
  • Fixed: Builders not building anything unless they have build materials for all placed objects.
Moonminer008 Oct 6, 2018 @ 9:44am 
I use a Logitech trackball. I discovered yesterday that it wont allow me to scroll the map directly down anymore, but in every else direction (south east and south west is ok but not south)

Ps hats off to you guys for working on saturday even if its a fun thing to job with :)
Last edited by Moonminer008; Oct 6, 2018 @ 9:46am
Moonminer008 Oct 6, 2018 @ 9:59am 
Originally posted by Nitrous Butterfly:
Originally posted by Moonminer008:
If the colonist are done with mining marked blocks, they stand and "mine" for several seconds before starting next task.
Hmm. Will have to look into this. Does this happen every time or randomly?

It have not happened again so far more than a few times yesterday when I started the save.


Originally posted by Nitrous Butterfly:
Originally posted by Moonminer008:
Edit:15 min later all colonist and robot "froze", I had to exit to main menu and reload the save before they "awakened".
This is certainly not good. Are you able to replicate this issue? If it does happen again, please exit and send your game log file: http://www.mercuryfallen.com/bug-reports/


It happened twice earlier today when I gamed, I can send the report the next time
Nitrous Butterfly  [developer] Oct 6, 2018 @ 10:00am 
Originally posted by Moonminer008:
I use a Logitech trackball. I discovered yesterday that it wont allow me to scroll the map directly down anymore, but in every else direction (south east and south west is ok but not south)
This is most likely related to the new background images for power/water/research on the lower info bar. Thanks for the heads up.

Originally posted by Moonminer008:
Ps hats off to you guys for working on saturday even if its a fun thing to job with :)
Thanks. I'm a solo dev. Wanted to fix the builder issue asap, but was able to fix up those other things as well this morning. :)

Certainly let me know if you uncover anything else. :)
Moonminer008 Oct 6, 2018 @ 10:56am 
Issue: When I for example prioritize a new coal generator as queue 1, and I have the materials, they carry on with other building tasks instead at least for 15 minutes now
Nitrous Butterfly  [developer] Oct 6, 2018 @ 1:18pm 
Originally posted by Moonminer008:
Issue: When I for example prioritize a new coal generator as queue 1, and I have the materials, they carry on with other building tasks instead at least for 15 minutes now
Strange. You're sure you have all the materials needed and they have access to build it?
Moonminer008 Oct 7, 2018 @ 5:09am 
Originally posted by Nitrous Butterfly:
Strange. You're sure you have all the materials needed and they have access to build it?
Yes :)



The savegame died on me, when I load it the colonists are frozen, and it happen each time. Have mailed you the log file :)

Edit; I saved and quitted to main menu without exiting the game, reloaded and it work again.

Edit 2; One of the colonists continued to "deconstruct" a wall with her hands but without the tool, a long time, before the next job was to eat. I think that a common clue here is that they do that when I hover the mouse pointer over them so they show in blue but havent clicked on them. But when I tried to replicate it they did the normal stuff. Maybe it is something that mostly happen when they are on their final task before they want to eat. That may be a thing.
Last edited by Moonminer008; Oct 7, 2018 @ 5:41am
Aidylheid Oct 7, 2018 @ 9:02am 
I can't get past the "By the turn of the 22nd century..." screen on a new game. It just sits there. I uninstalled and reinstalled and nothing. Right/left click, enter, tab, esc...nothing seems to close the screen. :(
Moonminer008 Oct 7, 2018 @ 9:49am 
Originally posted by Moonminer008:

Edit 2; One of the colonists continued to "deconstruct" a wall with her hands but without the tool, a long time, before the next job was to eat. I think that a common clue here is that they do that when I hover the mouse pointer over them so they show in blue but havent clicked on them. But when I tried to replicate it they did the normal stuff. Maybe it is something that mostly happen when they are on their final task before they want to eat. That may be a thing.


Negative, Sir, now a colonist and robot deconstructed a crop field each at the same time, both stood "wiggling" as they were deconstructing, for a long time. The colonist went to eat but the robot had lots of power left. It does look random who does it and when.

Edit: Issue detected: Robot gets stuck in wall blueprints, had to remove the blueprint to free the robot :)
Last edited by Moonminer008; Oct 7, 2018 @ 10:19am
Nitrous Butterfly  [developer] Oct 7, 2018 @ 10:56am 
Originally posted by Moonminer008:
Originally posted by Nitrous Butterfly:
Strange. You're sure you have all the materials needed and they have access to build it?
Yes :)



The savegame died on me, when I load it the colonists are frozen, and it happen each time. Have mailed you the log file :)
Thanks for the log file. If you do experience more issues with colonists stuck after loading a save file, please email me the save file. Save file location: Documents\Mercury Fallen\Saves.

Thanks for the reports. I'm investigating these issues.


Originally posted by Aidylheid:
I can't get past the "By the turn of the 22nd century..." screen on a new game. It just sits there. I uninstalled and reinstalled and nothing. Right/left click, enter, tab, esc...nothing seems to close the screen. :(
This is quite strange indeed. Does it matter what game seed you choose when starting a new game?

*edit: Found the new game issue and a patch has been uploaded to fix it.
Last edited by Nitrous Butterfly; Oct 7, 2018 @ 11:42am
Nitrous Butterfly  [developer] Oct 7, 2018 @ 11:42am 
Latest Changes
  • Fixed: Unable to skip the game intro text when starting a new game
  • Fixed: Colonists get stuck if unable to to pickup an item on the ground in some instances.
  • Fixed: Camera edge panning not working when over lower HUD
Moonminer008 Oct 8, 2018 @ 7:46am 
Deep driller bot just drilled 30 seconds after reaching 0 power. It was a tile with only 2-3 azurite left but still it should have been out of order when the battery went flat. And dont they need power to drive?

Tip/suggestion: When I hold the mouse over a bar, for example the power bar, it shows what it was when I first got the mouse over it. But the value dont update as the bar itself increases or decreases. i have to take the pointer to and from all the time to fine measure it.

Bug: When I am watching a colonist's stats while he/she is working, and the level goes from one number to the next, for example from 5 to 6, it starts on 5 again- until I exit from that colonist and click on him again. Then its updated to 6.
Last edited by Moonminer008; Oct 8, 2018 @ 7:58am
Nitrous Butterfly  [developer] Oct 8, 2018 @ 8:01am 
Originally posted by Moonminer008:
Deep driller bot just drilled 30 seconds after reaching 0 power. It was a tile with only 2-3 azurite left but still it should have been out of order when the battery went flat. And dont they need power to drive?

Tip/suggestion: When I hold the mouse over a bar, for example the power bar, it shows what it was when I first got the mouse over it. But the value dont update as the bar itself increases or decreases. i have to take the pointer to and from all the time to fine measure it.
Thanks for the feedback/suggestions. Are you experiencing any further issues with the new content related to Alpha 0.16?
< >
Showing 1-15 of 40 comments
Per page: 1530 50

Date Posted: Oct 5, 2018 @ 7:45am
Posts: 40