Mercury Fallen

Mercury Fallen

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Update 28 - Stressed Out Test Build
Update 28 :: Stressed Out Now Available On The Main Branch

https://steamcommunity.com/games/704510/announcements/detail/3052848955097844773



Update 28 :: Stressed Out is now available on the Test Build branch. A huge thank you for all the great feedback and bug reports from the Experimental Branch. Please report any issues, feedback and suggestions as a response to this thread or on the #test-build channel on discord.

Main Features
  • New Quirks system and new quirks
  • Stress reaction quirks
  • Janitor job role
  • Biofuel
  • Many tweaks & fixes

SAVE GAMES
When using the test build branch save game files from previous versions may not be compatible. Save games created in test build may not be compatible with the main branch or compatible with the final update. Be sure to back up your save files or only create new save files while in the test build branch.

Please review the release notes below for all of the changes

Feedback
Send All Feedback/Bug Reports:

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

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 branch via email, please state you are using the test build branch.

In addition to bugs/issues please let me know what you like or dislike regarding any new or changed features.


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

Latest Changes/Fixes :: Build 1169
  • Data log discoveries now found in order instead of random entries
  • Added selection audio for floor mess objects
  • Fixed: Missing action description for playing arcade cabinet and playing darts

Release Notes

Quirks
  • Update to colonist quirks to allow for new quirk types
  • Migrated existing quirks to new quirk system
  • Added favorite/hated food quirks
  • Added favorite/hated job quirks
  • Added charming/annoying quirks
  • Added high stress reaction quirks
  • Added quirks that can disable one or more job role
  • Quirk icons added to colonist cards in management window
  • Quirks in info window now displayed as icons
  • Quirk icons are colored to denote positive/negative
  • Quirks are now defined with a spawn chance. This means that some quirks are more rare than others.
  • When loading a save game from a previous version old colonist quirks are removed and new ones added. Colonists are not guaranteed to have the same quirks as before.

Janitor Job Role
  • Added Janitor job role. This job is used to clean up spills on the floor.
  • Water puddles will now appear if a colonist critically fails at cooking or harvesting from water trap
  • Fuel Spill puddles will now appear if a colonist critically fails while refueling generator

Additions
  • Added Xeno Mold event. Xeno mold is removed by a Janitor.
  • Added eyedropper functionality. Can now Shift + Left Click on an object to construct more of that object.
  • Added Arcade Cabinet. Colonists will use stress relieving items when idle.
  • Added Entertainment research
  • Added Biofuel Pellets item, recipe and research

Changes
  • Stress will now change over time as a result of stress effects instead of the current value changing immediately.
  • Game Seed now shown in escape menu
  • Attribute effects now have a stack limit. Some attribute effects like eating a food a colonist doesn’t like can be applied more than once.
  • Added audio effect when colonists eat
  • Decreased crop disease spread frequency
  • Particle effect speed now uses game speed. Particle visual effects will no longer animate when the game is paused.
  • Increased effect time of eating a meal from 3 hours to 4 hours
  • Minor tweak to deep driller bot material to improve performance
  • Deep driller can now be assigned the hauler job role
  • Notification will now appear when a colonist has been produced in the clone chamber.
  • Updated look of job role selection list items.
  • Job role selection list items now show their current priority assignment.
  • Limited job roles in challenge game mode removed
  • Room efficiency now scaled from 0% - 100% and can no longer be a negative value
  • Crafting stations are now 25% percent efficient when not in a room. When in a valid room their efficiency is increased by up to 75% based on room efficiency.
  • Updated tooltip for craft station efficiency
  • Solid Fuel Generator UI now has an “Allowed Fuel” section which allows fuel items to be toggled on/off. Disabled fuel items will not be used to power the generator.
  • Updated game guide to reflect changes

Modding
  • CElectricCreatorSolidFuel no longer uses fuel_item value. Replaced with fuel_item_tag. This must reference a tag that is applied to GDItems.
  • Changed how colonist attachments are handled. Mods that made changes to EColonist data will require updating.

Fixes
  • Fixed: Aeroponics Farm not providing growth speed bonus
  • Fixed: Vehicle/Building buttons in list don’t move camera to selected target after returning to main menu and reloading a save game in some instances.
  • Fixed: Changing scenario in new game window changes ore generation. This caused missing ores on some map seeds. Fix applies only to new games.
  • Fixed: Some attribute effects in colonist stats colored incorrectly for positive/negative values
  • Fixed: Grammar issue with Tendril Rainforest description
  • Fixed: Missing audio when colonist is hurt or dies
  • Fixed: Missing action description for hauling fertilizer/fish food
  • Fixed: Ores mined from the floor not replaced with dirt if debugging is on
  • Fixed: Internal error when using shortcut keys to select next/previous colonist if no colonist is currently selected
  • Fixed: Haul requests for delivering crop nutrient and fish food not cleared properly causing duplication haul requests after saving/loading. This would cause biologists to become stuck when delivering these items in some instances.
  • Fixed: Incorrect decor value on newly uncovered tiles
  • Fixed: Biologist gathering from traps before feeding fish
  • Fixed: Crop fields showing crop visual after loading a saved game even if the crop hasn’t been planted yet.
  • Fixed: Surface resource deposit icon not removed when resource is depleted
  • Fixed: Expedition list item in planet map interface not refreshed correctly. This caused various issues with expeditions including not heading out after colonists board even if destinations had already been set.
  • Fixed: Cancelling an expedition doesn’t remove expedition vehicle and causes game crash in some instances
  • Fixed: Missing language string for hologram drop down label
  • Fixed: Hologram not showing when selecting male from the drop down. Added None option.
  • Fixed: Missing language string for job role list items
  • Fixed: Craft amount info not updating in add/update craft item when changing craft amount
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Showing 1-5 of 5 comments
Not a major thing, but twice in my current game I have encountered a POI marker that does not disappear after being visited/extracted.
S&Rl fixes it, though..
If it's relevant, this game is still the one I was playing on the EXP Branch before the move across....
Originally posted by draughtman:
Not a major thing, but twice in my current game I have encountered a POI marker that does not disappear after being visited/extracted.
S&Rl fixes it, though..
If it's relevant, this game is still the one I was playing on the EXP Branch before the move across....
Thanks for the report. Shouldn't be an issue using an existing save from experimental, but good to know regardless. Do you recall what the POI was that you encountered that didn't remove itself?
Originally posted by Nitrous Butterfly:
Originally posted by draughtman:
Not a major thing, but twice in my current game I have encountered a POI marker that does not disappear after being visited/extracted.
S&Rl fixes it, though..
If it's relevant, this game is still the one I was playing on the EXP Branch before the move across....
Thanks for the report. Shouldn't be an issue using an existing save from experimental, but good to know regardless. Do you recall what the POI was that you encountered that didn't remove itself?
Best I can do is describe it:- Point down, Egg shape with tiny 'o' in the centre... :)

Edit :- I may have spotted an issue with dropped bed assignments - it's only a few - but have now reassigned all colonists beds and will keep an eye on it..
Latest Changes/Fixes :: Build 1168
  • Added Dart board. Unlocked by Recreation research.
  • Roster selection list now shows assigned job roles for colonists
  • Increased attribute effect from playing arcade to 6 in-game hours
  • Fixed: Colonist stuck in mining action if mining target is deselected during mining action
  • Fixed: Missing header text for Glowing Spheres POI story
  • Fixed: Colonists not using arcade in some instances
Latest Changes/Fixes :: Build 1169
  • Data log discoveries now found in order instead of random entries
  • Added selection audio for floor mess objects
  • Fixed: Missing action description for playing arcade cabinet and playing darts
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Showing 1-5 of 5 comments
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Date Posted: Feb 16, 2021 @ 10:02am
Posts: 5