Mercury Fallen

Mercury Fallen

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Nitrous Butterfly  [developer] Sep 13, 2018 @ 10:05am
Alpha 0.15 Test Build
Alpha 0.15 now live!

https://steamcommunity.com/games/704510/announcements/detail/1688177728652590263



Alpha 0.15 is now available on the Test Build branch. While the main feature of Alpha 0.15 is the new planetary exploration/mining, there are a lot of other additions and changes.

Some of the new changes in Alpha 0.15 include new surface exploration/mining, research and discoveries, raw resources, recipes, objects, fixes and performance improvements.

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


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 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 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/Fixes
  • Fixed: Mining speed for beetle miner set incorrectly
  • Fixed: Map interface available before map table is finished being constructed
  • Fixed: Planet map camera becomes non functional if pressing right mouse button

Survey
After you've spent some time in the test build please fill out the below survey. This survey is focused on game play experience and not bugs/issues. Thanks!
https://www.surveymonkey.com/r/5QKS5YP


Release Notes
Additions
  • Added: Planet Map section in facility management interface.
  • Added: Planet Map button to bottom button bar.
  • Added: Planet Surface Map which is explorable using vehicles. Surface allows for additional discoveries and resource harvesting.
  • Added: New Operations Center room floor.
  • Added: Map table for operations room. Map table displays surface map and will update in real time as surface is explored. Planet Map interface only available when map table is constructed and has power.
  • Added: Vehicle Assembler for creating vehicles for use on the planet surface.
  • Added: D.O.G.E vehicle for surface biome scanning.
  • Added: Beetle Miner vehicle for surface mining.
  • Added: Background ambient music.
  • Added: Several new raw and refined materials for crafting.
  • Added: Surface Analysis research project.
  • Added: Surface Mining research project.
  • Added: Silica Processing research project.
  • Added: Several new research projects related to xenobotany.
  • Added: Temperature Unit Setting (Fahrenheit, Celsius or Kelvin).
  • Added: Measuring Unit Setting (Imperial or Metric).
  • Added: Guide topics for surface exploration.
  • Added: Biologist Job Role. Biologist job role responsible for handling Aquarium tasks.
  • Added confirmation window/save reminder when quitting to main menu.

Changes
  • Changed: Alien flora/fauna must now be discovered/researched on the planet surface before it can be grown in crop field/aeroponics farm.
  • Changed: Hemp/Potato output increased.
  • Removed: Comm Officer Job Role
  • Changed: Renamed some research projects for better clarification.
  • Changed: Selected research project information updated in research interface.
  • Changed: Notification tabs are now visible when facility management interface is open.
  • Changed: Research complete notification now opens research interface when clicked.
  • Changed: Research project info now shows more requirement information. Some research projects require multiple other research projects to be completed first.
  • Changed: Minor update to the look of crop fields.
  • Changed: Material requirements for various objects/recipes.
  • Changed: High level muscles stats for robot construction now requires titanium.
  • Changed: Steel production now uses iron ingots instead of iron ore.
  • Changed: Medical Bed moved from furniture to utilities section of build interface.
  • Changed: Colonists can now go 1.5 days before they begin to starve from not eating.
  • Changed: Reduced default level of construction sound effect.
  • Changed: Decreased navigation grid updates to improve overall performance.
  • Changed: Increased max camera zoom distance.

Fixes
  • Fixed: Notification icons stuck in the middle of the screen after opening an item chest or pressing escape to close side info panel.
  • Fixed: Colonist becoming stuck after deconstructing starting generator.
  • Fixed: Colonists able to walk on floor tiles over water even though they aren’t built yet.
  • Fixed: Research project background color shows as being able to be researched when requirements aren’t met in some cases.
  • Fixed: Audio level on colonist window tabs not affected by UI audio setting.
  • Fixed: Construction visual progress effect not updating if object is selected.
  • Fixed: Colonist continues researching if research station they are sitting at is deconstructed.
  • Fixed: Audio effects getting louder/softer when multiple audio effects are playing.
  • Fixed: Storage containers not dropping their contents on the floor when deconstructed.
  • Fixed: Colonist stuck in loop trying plant at aeroponics farm if only 1 plant nutrient is available in storage.
  • Fix: Item chests spawning on top of each other in ruined rooms.
  • Fixed: Low/high quality graphics settings were reversed. This mean that setting the graphics settings to high you were actually seeing low quality visual settings.
  • Fixed: Edge scrolling not working over object build menu or getting started window.
  • Fixed: Colonist receiving additional quirks when loading a save game.
Last edited by Nitrous Butterfly; Sep 24, 2018 @ 6:53am
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Showing 1-15 of 24 comments
Hawk Hammerfist Sep 13, 2018 @ 11:58am 
Job well done again :) Its fun playing the testbuild !!
Nitrous Butterfly  [developer] Sep 13, 2018 @ 12:17pm 
Originally posted by Hawk Hammerfist:
Job well done again :) Its fun playing the testbuild !!

Thanks. :)
Hesa_Heart Sep 13, 2018 @ 5:26pm 
With every update the game just gets better and better
Nitrous Butterfly  [developer] Sep 17, 2018 @ 7:51am 
Latest Changes/Fixes
  • Changed: Initial robot construction no longer requires processors. Processors still needed for top tier robot stats.
  • Changed: Minor decrease to the material cost of surface vehicles
  • Changed Increased chance of cloth in organics chests
  • Changed: Steel ingot recipe now only takes 1 iron ingot, but 2 anthracite.
  • Fixed: Colonist receiving additional quirks when loading a save game.
Daisii Sep 17, 2018 @ 1:35pm 
I have my people making the steel, iron and copper...have electronics and such..but they will not even build the cooking station let alone anything else....help ps I have screenshots..by the way this has happened on a couple of games...I have the materials to build..such as cook station..map table.etc and they just continue to make the parts without ever building. I have a couple dedicated to just building..engineers and so for..gonna start a 4th game
Last edited by Daisii; Sep 17, 2018 @ 1:52pm
Nitrous Butterfly  [developer] Sep 17, 2018 @ 2:01pm 
Originally posted by Daisii:
I have my people making the steel, iron and copper...have electronics and such..but they will not even build the cooking station let alone anything else....help ps I have screenshots..by the way this has happened on a couple of games...I have the materials to build..such as cook station..map table.etc and they just continue to make the parts without ever building. I have a couple dedicated to just building..engineers and so for..gonna start a 4th game
The steel recipe now requires iron ingots instead of iron ore. The cook station requires iron ingots which are being consumed in the process of making steel, which is why you don't have the 10 iron ingots needed to make the cook station. Pause steel crafting so you can build up a supply of iron ingots for other crafting. Hope that helps. :)
gpcstargate Sep 17, 2018 @ 6:54pm 
Cloth is to far out on A 15 testbuild.
I believe Lumbs bulbs are to far out on the production tree and should be tied into recreational some now.
Colonist are 97% stress and no where to go. Just my thoughts
Nitrous Butterfly  [developer] Sep 18, 2018 @ 5:32am 
Originally posted by gpcstargate:
Cloth is to far out on A 15 testbuild.
I believe Lumbs bulbs are to far out on the production tree and should be tied into recreational some now.
Colonist are 97% stress and no where to go. Just my thoughts

Thanks for checking out the Test Build and for the feedback. This was shifted back as it is an alien crop and should be discovered before being able to be grown. I do agree, however, that it locks items that require cloth until later in the game. This is something that I would like to resolve which may require a different use for lumen bulbus later in the game and an alternative means of creating cloth.

Please report any feedback/reports as a reply in the Test Build discussion thread. Topic has been moved.
https://steamcommunity.com/app/704510/discussions/3/1743346190274134560/

Thanks!
Daisii Sep 18, 2018 @ 12:23pm 
Originally posted by Nitrous Butterfly:
Originally posted by Daisii:
I have my people making the steel, iron and copper...have electronics and such..but they will not even build the cooking station let alone anything else....help ps I have screenshots..by the way this has happened on a couple of games...I have the materials to build..such as cook station..map table.etc and they just continue to make the parts without ever building. I have a couple dedicated to just building..engineers and so for..gonna start a 4th game
The steel recipe now requires iron ingots instead of iron ore. The cook station requires iron ingots which are being consumed in the process of making steel, which is why you don't have the 10 iron ingots needed to make the cook station. Pause steel crafting so you can build up a supply of iron ingots for other crafting. Hope that helps. :)
YAY!!!
I am finally making progress! Thank you.
Nitrous Butterfly  [developer] Sep 18, 2018 @ 6:45pm 
Originally posted by Daisii:
Originally posted by Nitrous Butterfly:
The steel recipe now requires iron ingots instead of iron ore. The cook station requires iron ingots which are being consumed in the process of making steel, which is why you don't have the 10 iron ingots needed to make the cook station. Pause steel crafting so you can build up a supply of iron ingots for other crafting. Hope that helps. :)
YAY!!!
I am finally making progress! Thank you.
Excellent! Good to hear. :)
Nitrous Butterfly  [developer] Sep 19, 2018 @ 8:43am 
Latest Changes/Updates
  • Added: Surface Resources guide topic.
  • Changed: Reduced mining time for facility dirt/ore.
  • Changed: Reduced/re-balanced build times for various objects.
  • Changed: Water pump now requires iron and not steel.
  • Changed: Fridge now requires iron and not steel
  • Changed: Utilities research no longer requires metallurgy research.
  • Changed: Increased storage capacity on all containers.
  • Changed: Decreased some research times.
  • Changed: Kitchen Floor now only requires 1 bioplastic instead of 2.
  • Changed: Colonists will randomly choose an applicable craft station to use. This helps to ensure colonists don’t ignore craft stations that are available.
  • Changed: Cloth now uses hemp.
  • Fixed: Missing mining visual effects.
  • Fixed: Missing description text for adding/harvesting fish.
  • Fixed: Object in mid construction missing materials when loading save game.
  • Fixed: Active research project not set after loading save game.
Last edited by Nitrous Butterfly; Sep 19, 2018 @ 8:46am
gpcstargate Sep 19, 2018 @ 1:45pm 
Thank you for a Great game
And I was going to suggest Hemp as a cloth sub since it is a cloth somewhat, and the Colonist LOVE You for increase storage capacity ...
Will check it out later .. thank you ..
Nitrous Butterfly  [developer] Sep 19, 2018 @ 2:13pm 
Originally posted by gpcstargate:
Thank you for a Great game
And I was going to suggest Hemp as a cloth sub since it is a cloth somewhat, and the Colonist LOVE You for increase storage capacity ...
Will check it out later .. thank you ..
Thanks! Definitely needed an alternative for cloth. Does render Lumen Bulbus useless for now, but I have plans for that later. ;)
gpcstargate Sep 19, 2018 @ 2:55pm 
Had a thought ... do we have rubber trees in game yet .. if not .. Lumen bulbus could be an Alien Rubber tree for tires maybe. I know, it's off the wall ...
the Old Gamer .. :steamhappy:
Nitrous Butterfly  [developer] Sep 19, 2018 @ 3:11pm 
Originally posted by gpcstargate:
Had a thought ... do we have rubber trees in game yet .. if not .. Lumen bulbus could be an Alien Rubber tree for tires maybe. I know, it's off the wall ...
the Old Gamer .. :steamhappy:
LOL I'll give you that one. That was exactly what I had planned in a later update, using it for rubber. Well done. ;)
Last edited by Nitrous Butterfly; Sep 19, 2018 @ 3:13pm
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Date Posted: Sep 13, 2018 @ 10:05am
Posts: 24