Mercury Fallen

Mercury Fallen

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Nitrous Butterfly  [developer] Jan 15 @ 12:21pm
Update 23 Test Build
Update 23 :: New Beginnings Now Live on main branch!

https://steamcommunity.com/games/704510/announcements/detail/1697229968999730497



Update 23 is now available on the Test Build branch. This is the first "stable" version of update 23 and I'm looking for your help to track down bugs and offer your feedback on the new content. There is still some additional content in development, so expect further updates to the Test Build branch.

Main Features
  • New Look To Colonists
  • New Starting Condition and World Generation
  • New Early Game progression
  • New Power Generation System
  • New Research Projects
  • Balance changes

Please review the release notes below for all of the changes

Feedback
Other than reporting bugs and glitches, I'm looking for feedback related to the new changes to early game progression. Please report anything as a response to this thread and/or take the below feedback survey.

Update 23 Test Build Feedback Survey
https://www.surveymonkey.com/r/MV67PND


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.

Known Issues
  • N/A

Latest Changes/Fixes :: TB-9
  • Added Battery Booster equipment, recipe, research and discovery
  • Added Deselect all Gather Plants to gather menu
  • Reduced button hover sound effect
  • Removed Change: Colonists will no longer use the medi-bed if there are no colonists assigned the doctor profession
  • Removed Change: A Colonist will no longer use the medi-bed if they are the only colonist assigned the doctor job assigned
  • Fixed: Colonist not leaving medi-bed if medi-bed is disabled
  • Fixed: Starting stasis capsule(s) spawning facing walls
  • Fixed: Missing Header on harvestable items
  • Fixed: Harvestable section button not updating when clicked
  • Fixed: Missing language strings

Release Notes

World Generation
  • New world generation with new starting conditions
  • Added naturally spawning underground plants which can be harvested using the new harvest plant action. Naturally spawning plants will spread over time.
  • Mineral compound no longer acquired from mining dirt
  • Added stone which can be mined for mineral compound

New Starting Conditions
  • New game no longer starts with pre-built starting setup machines
  • Initial power generation comes from the surface side facility. Building an elevator will allow access to solar power.
  • Updated starting tutorial tasks
  • Starting supply chest contents changed

Colonists
  • Replaced male and female colonist models
  • Updated look of colonist outfit
  • Added new hair style for male and female colonists
  • Minor change to colonist skin colors
  • Female and male colonists now have separate animations
  • Updated existing colonist animations
  • New animation and particle effect for plant crop action
  • Robots now show out of power hover icon when needing to recharge

Power System
  • Complete rewrite of the electric power system
  • Machines no longer consume power unless they are in operation
  • Surface side facility now generates power from built in solar panels. Surface power generation can be used in the facility via the elevator.
  • Added Small and Large Batteries for storing power
  • Added new research projects related to power generation and storage
  • Updated power generation section in game guide

Misc
  • Surface Map now visible after constructing elevator
  • Map Table now only required to perform expeditions
  • Added keybinds for tilt camera up/down. Defaults to page up/page down.
  • Damaged walls are now deconstructed and not mined
  • Mine button renamed to Gather. Icon also changed
  • Added Harvest Plant selection under new Gather section
  • Assignable beds was accidentally added in a previous update without being fully integrated. Colonists will now sleep in an assigned bed and ignore a bed if it’s assigned to someone else. Colonists will sleep in an unassigned bed if they don’t have one assigned.
  • Raw storage container can now store fuel items
  • Starting tutorial tasks now show tooltip on hover instead of sliding open the task description
  • Reduced amount of resources acquired from some mineable objects
  • Updated various object descriptions
  • Updated some object construction requirements
  • Various code changes to support future content still in development

Fixes
  • Fixed: Object/Colonist portrait image showing outside icon area
  • Fixed: Constructed doors rotated the wrong way
  • Fixed: Light color picker clipped off screen
  • Fixed: Main menu not functional if unable to load mod config file
Last edited by Nitrous Butterfly; Jan 30 @ 10:25am
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Showing 1-15 of 80 comments
Oh, great news. Thank You, really looking forward to it.
Boogey Jan 15 @ 3:20pm 
Alright, alright, alright... my unedited hand written notes from starting a new game with this version.

- I choose a dirty word for random world generation, like any "real" man would
- I seem to start from extreme right bottom corner of the map
- Crap, my starter chest was really hard to see. Had I not known to look for it, I would have quit.
- No one builds. I need to know how to change that during the first minutes of gameplay. I do. That's nice.
- I have no structure resin. Okay, I read patch notes and blog posts. I need to disassemble. I wonder if a new player would know this?
- WHAT, that elevator is really cheap to build. Why do I need to build it already? Why isn't it like my first MAJOR undertaking like 30-60 minutes from now.
- Game is playing itself, nothing is keeping on my toes. I go make a sandwitch. I eat 3. I'm too fat. I should do more sports. Why am I getting fat and wife is just getting hotter? Oh yea, I'm drinking.
- Sudden halt. No one is doing anything for couple nights. I remove all mining areas, redo them, now things work again. Most things. I'm still drinking. I wonder if I'd be lucky tonight...
- Okay, I have absolutely 0 mineral compound in my area. To be honest, waiting for 60 minutes for my slow miners to reach some is too long. I quit to write this report. And I think I'm feeling a bit lucky.

Didn't work. Damn.
Last edited by Boogey; Jan 15 @ 3:27pm
Nitrous Butterfly  [developer] Jan 15 @ 3:49pm 
Originally posted by Boogey:
- I choose a dirty word for random world generation, like any "real" man would
As one does.

Originally posted by Boogey:
- I seem to start from extreme right bottom corner of the map
This is randomized and depends on world seed

Originally posted by Boogey:
- Crap, my starter chest was really hard to see. Had I not known to look for it, I would have quit.
Good to know.

Originally posted by Boogey:
- No one builds. I need to know how to change that during the first minutes of gameplay. I do. That's nice.
Getting started tasks have more information now.

Originally posted by Boogey:
- I have no structure resin. Okay, I read patch notes and blog posts. I need to disassemble. I wonder if a new player would know this?
This is mentioned in the Gather Resources tutorial task.

Originally posted by Boogey:

- WHAT, that elevator is really cheap to build. Why do I need to build it already? Why isn't it like my first MAJOR undertaking like 30-60 minutes from now.
Noted.

Originally posted by Boogey:
- Game is playing itself, nothing is keeping on my toes. I go make a sandwitch. I eat 3. I'm too fat. I should do more sports. Why am I getting fat and wife is just getting hotter? Oh yea, I'm drinking.
Toe effects are still in development.

Originally posted by Boogey:
- Sudden halt. No one is doing anything for couple nights. I remove all mining areas, redo them, now things work again. Most things. I'm still drinking. I wonder if I'd be lucky tonight...
Hmm. Will run some tests. Preferably when not drinking. ;)

Originally posted by Boogey:
- Okay, I have absolutely 0 mineral compound in my area. To be honest, waiting for 60 minutes for my slow miners to reach some is too long. I quit to write this report. And I think I'm feeling a bit lucky.

Didn't work. Damn.
You should be able to get a good initial supply of structure resin by deconstructing/mining walls.

Thanks for the feedback. :)
Initial starting area... I seem to have had a chest spawn within a door. Can't seem to open the chest because selecting that tile only selects the door.

LOL, or am I losing my mind?!?!

https://steamcommunity.com/sharedfiles/filedetails/?id=1970035120

Nitrous Butterfly  [developer] Jan 15 @ 4:20pm 
Originally posted by BlackSmokeDMax:
Initial starting area... I seem to have had a chest spawn within a door. Can't seem to open the chest because selecting that tile only selects the door.

LOL, or am I losing my mind?!?!

https://steamcommunity.com/sharedfiles/filedetails/?id=1970035120
lol nice. Some oddities in world gen are expected. Appreciate the report and will add it to my fix list. :)
Boogey Jan 15 @ 5:14pm 
Originally posted by Nitrous Butterfly:
You should be able to get a good initial supply of structure resin by deconstructing/mining walls.
I think the starting area should have guaranteed deposits (close by) of the most vital minerals. I didn't get enough from the walls to go thru all he getting started tasks, btw. And after that if I was a new player I would have been lost.

It's probably safest to always place player in the center of the map and generate the world so, that walls provide min. needed for base economy + close by mining almost doubles that, but after that it's according to seed generation.

There is some super annoying ESC related thing that I noticed but I forgot when I tried to get lucky. Hopefully you know what I mean.

Nitrous Butterfly  [developer] Jan 15 @ 5:33pm 
Originally posted by Boogey:
Originally posted by Nitrous Butterfly:
You should be able to get a good initial supply of structure resin by deconstructing/mining walls.
I think the starting area should have guaranteed deposits (close by) of the most vital minerals. I didn't get enough from the walls to go thru all he getting started tasks, btw. And after that if I was a new player I would have been lost.

It's probably safest to always place player in the center of the map and generate the world so, that walls provide min. needed for base economy + close by mining almost doubles that, but after that it's according to seed generation.

There is some super annoying ESC related thing that I noticed but I forgot when I tried to get lucky. Hopefully you know what I mean.
Thanks for the feedback. Definitely the type of feedback I'm looking for. World gen and resource amounts is something I expected would need some tweaking at this stage. :)
mmaster Jan 16 @ 4:42am 
i found that the beds are no longer working if u assign someone to it.
they never use it and still sleep on the ground when i have assigned them to the bed.
However when there is a bed without a assigned worker they use it again
mmaster Jan 16 @ 5:01am 
The power charging station does not seems to charge.
i had a 250kW production and 120 usage and nothing ends up in the battery.

for the power issue same thing without battery's if u use 250 of the 250 the machines stutter causing all jobs to reset and with exception of research nothing gets done.
Nitrous Butterfly  [developer] Jan 16 @ 7:46am 
Originally posted by mmaster:
i found that the beds are no longer working if u assign someone to it.
they never use it and still sleep on the ground when i have assigned them to the bed.
However when there is a bed without a assigned worker they use it again
Can confirm. Worked quite well when I tested it last. Will figure out what happened there.


Originally posted by mmaster:
The power charging station does not seems to charge.
i had a 250kW production and 120 usage and nothing ends up in the battery.

for the power issue same thing without battery's if u use 250 of the 250 the machines stutter causing all jobs to reset and with exception of research nothing gets done.
Is the battery connected to the power grid via conduits? Just tested with power from the elevator, a small battery and a robot recharge station. While the robot was recharging the battery was still filling up, but at a slower rate. Will run some further tests. Thanks for the reports. :)
mmaster Jan 16 @ 7:59am 
Well here is a screenshot of the power issue little bit later in the same game
https://prnt.sc/qomtxy
Nitrous Butterfly  [developer] Jan 16 @ 8:07am 
Originally posted by mmaster:
Well here is a screenshot of the power issue little bit later in the same game
https://prnt.sc/qomtxy
Thanks for the screenshot. Will check into that. In the mean time I found the issue with bed assignments. Will be fixed in the next test build update.
Nitrous Butterfly  [developer] Jan 16 @ 1:52pm 
Latest Changes/Fixes :: TB-2
  • Added: Help buttons to power related user interface sections that open power generation section of guide
  • Added: Time of day display now has an icon to indicate day or night
  • Added: Robots now have out of power hover icon when needing to recharge
  • Changed: power meter tooltip main HUD. Now shows total output, storage and consumption numbers.
  • Changed: Power generation game guide section to include information about power storage
  • Changed: Reduced the amount of small puddles of water in world generation
  • Fixed: Hover icons over objects not showing correctly in some instances
  • Fixed: Colonists ignoring assigned beds
  • Fixed: Main menu not functional if unable to load mod config file
  • Fixed: Power meter on HUD not showing total power generated + total power stored correctly
  • Fixed: Battery still adding to total power output if disabled
  • Fixed: Power consumption in object info panel showing as consuming power when it is not.
  • Fixed: Objects that need power not showing out of power hover icon when first placed if doesn’t have available power.
  • Fixed: Missing section header for power storage in battery info
  • Fixed: Stasis pods and inactive robots spawning inside other objects (will only affect a new game)
scimuse Jan 16 @ 4:27pm 
no new bug bugs so far. meaning nothing game breaking that is new. some old problems still evident. doctor trapped in medbay and no one is smart enough to treat him.

1. in the intro text, it isn't obvious that text is finished and skip is the next thing to do. continue might be more obvious.

2. being an older player i made some assumptions that were wrong. i did not realize that the rusty walls were actually broken walls. it was not obvious they were to be mined and not deconstructed.

3. when bot is out of energy it is not obvious. i thought it was broken and not doing its job. did not realize it was waiting for energy.

4. on one start i had no miners and the pods were blocked. the bot wasn't robust enough to mine.

5. bed assignments dont work.
6. potatoes growing in water tiles.
7. not sure if this is a thing or not. when using energy or fluid overlays the particle effects of the miners is big black blocks. this isn't true for the pretty overlay. it has the right dust effect for the miners.

i am using a large map on challenge mode. i have 2 main peeps and 2 bots. my issue at the moment is the doc is trapped in medbed. the real issue is my map seems to have almost no copper. i am trying to build tech printer to get hat to make 1 toon smart enough to treat doctor but like i said. cant find the copper. other than that i am liking what i see so far. amd yes, i know this would not be an issue on a different difficulty. i could assign anyone to be temp doctor. i like the restrictions. this is what i found in my first 4ish hours of playing test build. the seed for my map is "ch test" all lower case no parentisis.

edit topside names E Surface Powerpole_name or something. looks like a radar dish.
Last edited by scimuse; Jan 16 @ 6:10pm
mmaster Jan 17 @ 2:58am 
found i gui glitch just opened my savegame and few days later it still shows
https://prnt.sc/qozqfn the storages are full but its not seen by my hud or machines. so i have 2 broken power batteries :steamsad:
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Mercury Fallen > Test Builds > Topic Details
Date Posted: Jan 15 @ 12:21pm
Posts: 80