Mercury Fallen

Mercury Fallen

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Nitrous Butterfly  [developer] Mar 29, 2023 @ 10:02am
Open Market - Experimental
Open Market Now Released On Main Branch

https://steamcommunity.com/games/704510/announcements/detail/5283327223467492737



Howdy Folks!

Main Features
  • Ability to buy and sell with passing alien ships
  • Performance Improvements
  • Fixes

SAVE GAMES
Save games created in experimental 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 experimental branch.

Please review the release notes below for all of the changes

About Experimental Branch
The optional Experimental branch is for helping test the latest features in active development. This version can include more bugs/issues than in the regular version. If playing the Experimental 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 Experimental branch click the link below:
https://steamcommunity.com/app/704510/discussions/4/1869497660774052612/


Feedback/Testing

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 Experimental Branch via email, please state you are using the Experimental Branch.

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

Latest Changes/Fixes :: Build 1281
  • Added new discovery group and 8 new discovery items that can be found via POI locations
  • Further tweaks to object placement animations
  • Fixed: Current seed count not shown when selecting seeds, spores or eggs for planting
  • Fixed: Missing missing language data for some map POIs


Release Notes

New
  • Added new Trade Platform research
  • Added new Trade Platform surface building
  • Can now buy/sell items via a trader at the trade platform
  • Added Trading section to game guide

Changes
  • Increased recipe requirements for Advanced Inlet Valve item
  • Improved performance of how inventory data is processed
  • Improved performance related to how the user interface is rendered
  • Minor update to the look of the number input fields
  • Changed construction material requirements for launch platform

Fixes
  • Fixed: Only one item results in loot table when using item type even if num rounds is greater than one
  • Fixed: Unreachable deconstruction targets generating internal error
  • Fixed: Able to equip multiple storage expanders to a vehicle
  • Fixed: Able to equip multiple storage expansions on buildings
  • Fixed: Extra space in transformer building equipment name
  • Fixed: Water trap effective area highlight not updated during object placement if you rotate the water trap without moving it.
  • Fixed: Vehicles in invalid tiles when loading a save game in some instances
Last edited by Nitrous Butterfly; Apr 18, 2023 @ 3:46pm
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Showing 1-10 of 10 comments
Nitrous Butterfly  [developer] Mar 30, 2023 @ 8:10am 
Latest Changes/Fixes :: Build 1276
  • Fixed: Trader Ship immediately leaving after arrival
  • Fixed: Missing language string data
Nitrous Butterfly  [developer] Mar 31, 2023 @ 11:42am 
Latest Changes/Fixes :: Build 1277
  • Updated the look and information of the trade window to provide more clarity
  • Hardened Structure resin research now requires the discovery of hematite and not sand
  • HUD inventory list no longer includes items that colonists can’t reach
  • Spawning items via the debug menu no longer spawns them next to the elevator. After pressing the amount to spawn you must click on the ground/floor where you want the items to appear.
  • Fixed: Missing language string for trade window header text
Cosmicat Apr 3, 2023 @ 9:46pm 
Trade Platform
So I built a trade platform after the launch pad, but I haven't launched a satellite yet. The trade platform is open and available to use. I can trade despite not having a com satellite. After a few trades though the whole game goes wonky. One time, half my colonists starved to death instantly despite having an almost full food dispenser. Another time the game stopped. Colonists looked like they were doing things, but nothing was moving and time controls did nothing, but did respond when clicked.
Nitrous Butterfly  [developer] Apr 4, 2023 @ 6:22am 
Originally posted by Cosmicat:
Trade Platform
So I built a trade platform after the launch pad, but I haven't launched a satellite yet. The trade platform is open and available to use. I can trade despite not having a com satellite. After a few trades though the whole game goes wonky. One time, half my colonists starved to death instantly despite having an almost full food dispenser. Another time the game stopped. Colonists looked like they were doing things, but nothing was moving and time controls did nothing, but did respond when clicked.
Thanks for the report regarding the experimental branch. Comm satellites are not currently required for the trade platform to function. After the game goes wonky, is it still wonky if you save/reload? If you get wonky issues in future, please send your log file over to me at info@mercuryfallen.com for investigation.

I've merged your topic with the experimental branch thread. Please keep bug reports/feedback related to the active experimental branch as a response to the experimental branch thread or in the #experimental channel on the discord server. Thanks. :)

Log File Location/Bug Reporting info
http://www.mercuryfallen.com/bug-reports/
Cosmicat Apr 4, 2023 @ 7:56am 
UX suggestions
On any screen that has a choice of colonists, such as the expeditions screen, it would be greatly helpful to show their skill level on the three jobs displayed.

The trade screen needs a redesign. It's a little confusing. It would also be more helpful if my inventory quantity would be displayed as well as theirs.

Something like this:
Item : My inventory (sell price) [+] Number (net price) [-] Trader inventory (buy price)

Comm Satellite: 1 (8265#) [+] 0 [-] 6 (11384#)
Hematite: 369 (28#) [+] -20 ( 560#) [-] 16 (68#)
Anthracite: 20 (32#) [+] 20 ( 1440#) [-] 126 (72#)

[+] button to buy [-] button to sell. Each click adds and subtracts from both inventories as appropriate. The middle should the number traded and the cost/gain. You can even add buttons for greater amounts. Hide items that cannot be traded. Lock the control when a desired amount has been reached, e.g. trader will only buy 100 of something. This number can be hidden. Change the color of the numbers to reflect buy/sell. Totals at the bottom.

Advanced: Change the price with the amount traded.

The window said I had 9 comm satellites, but my inventory said 1.
Nitrous Butterfly  [developer] Apr 4, 2023 @ 8:10am 
Originally posted by Cosmicat:
On any screen that has a choice of colonists, such as the expeditions screen, it would be greatly helpful to show their skill level on the three jobs displayed.

The trade screen needs a redesign. It's a little confusing. It would also be more helpful if my inventory quantity would be displayed as well as theirs.

Something like this:
Item : My inventory (sell price) [+] Number (net price) [-] Trader inventory (buy price)

Comm Satellite: 1 (8265#) [+] 0 [-] 6 (11384#)
Hematite: 369 (28#) [+] -20 ( 560#) [-] 16 (68#)
Anthracite: 20 (32#) [+] 20 ( 1440#) [-] 126 (72#)

[+] button to buy [-] button to sell. Each click adds and subtracts from both inventories as appropriate. The middle should the number traded and the cost/gain. You can even add buttons for greater amounts. Hide items that cannot be traded. Lock the control when a desired amount has been reached, e.g. trader will only buy 100 of something. This number can be hidden. Change the color of the numbers to reflect buy/sell. Totals at the bottom.

Advanced: Change the price with the amount traded.
Thanks for the suggestion. Food for thought for sure. There are some changes/improvements/fixes coming to the trade window.

Originally posted by Cosmicat:
The window said I had 9 comm satellites, but my inventory said 1.
Nice catch. Added to fix list. This should show the amount you have or what the trader is willing to purchase, the smaller of those two values.
Nitrous Butterfly  [developer] Apr 5, 2023 @ 11:21am 
Latest Changes/Fixes :: Build 1278
  • Added tier 3 equipment items. These items cannot be crafted, but can be purchased from a trader.
  • Updated the look of various equipment item icons for better consistency between tiers
  • Updated some equipment recipe requirements for more consistency between equipment recipes
  • Added trade ship visuals for Protein Emperor and Botanical Bounty factions
  • Trade faction reputation is now shown as a 5-star rating
  • Trader reputation now gained by selling a trader their favorite items. Favorite items are shown with a star in traders list of items.
  • Added new Faction Reputation Gain new game setting. This is the amount of reputation gained per favored item sold to a trader.
  • Updating trading section in guide
  • Trade faction bonuses now apply as reputation increased
  • Power meter tooltip now includes info regarding total potential power consumed as well as current power consumed
  • Updated game intro text screen button to use updated button graphics. Button also now says continue instead of skip.
  • Fixed: Trade window sell items now showing the correct item count in some cases. This value should be the smaller of either how many you have or how many the trader will purchase from you.
  • Fixed: Objects not showing as consuming power if placed on top of existing power conduits in some instances
  • Fixed: Objects not disconnecting or reconnecting to power networks when moved in some instances
Nitrous Butterfly  [developer] Apr 7, 2023 @ 7:10am 
Latest Changes/Fixes :: Build 1279
  • Minor tweak to animation and visuals for trade ships
  • Fixed: Selection highlight for mining/deconstruction not visible when loading a save game
Nitrous Butterfly  [developer] Apr 10, 2023 @ 11:25am 
Latest Changes/Fixes :: Build 1280
  • New visuals and animations when placing and moving objects
  • Added sound effect for invalid object placement
  • Fixed: Lag spike when placing several walls at once
Nitrous Butterfly  [developer] Apr 13, 2023 @ 8:36am 
Latest Changes/Fixes :: Build 1281
  • Added new discovery group and 8 new discovery items that can be found via POI locations
  • Further tweaks to object placement animations
  • Fixed: Current seed count not shown when selecting seeds, spores or eggs for planting
  • Fixed: Missing missing language data for some map POIs
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Date Posted: Mar 29, 2023 @ 10:02am
Posts: 10