Mercury Fallen

Mercury Fallen

View Stats:
This topic has been locked
Nitrous Butterfly  [developer] Jan 14, 2021 @ 8:44am
Update 28 - Experimental
Thanks for all the feedback. :) Update 28 Now on Test Build Branch.


Howdy Folks!

Update 28 :: Stressed Out is now available on the experimental branch! More content, tweaks and fixes are still in development. Let me know what you think and what doesn't work as expected. Be sure to read the full release notes below for the full list of additions, changes and fixes.

Main Features
  • New Quirks
  • Quirks now visible on colonist management screen
  • New eye dropper tool. Shift+Click on a placed or constructed object.
  • Colonist reactions to high/low stress


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 1166
  • Added Arcade Cabinet. Colonists will use stress relieving items when idle.
  • Added Entertainment research
  • Added Biofuel Pellets item, recipe and research
  • Added Xeno Mold event. Xeno mold is removed by a Janitor. This may change in future.
  • 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.
  • Modding: CElectricCreatorSolidFuel no longer uses fuel_item value. Replaced with fuel_item_tag. This must reference a tag that is applied to GDItems.
  • Fixed: Craft amount info not updating in add/update craft item when changing craft amount

In Development
  • Additional Quirks
  • Additional Stress Reaction Quirks
  • Recreation Items
  • More tweaks/fixes

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
  • 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.

Misc
  • Added eyedropper functionality. Can now Shift + Left Click on an object to construct more of that object.
  • 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

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. 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
  • Fixed: Grammar issue with Tendril Rainforest description
  • Fixed: Missing audio when colonist is hurt or dies
Last edited by Nitrous Butterfly; Feb 16, 2021 @ 11:00am
< >
Showing 1-15 of 38 comments
BlackSmokeDMax Jan 14, 2021 @ 8:57am 
Yayyyy!

Thanks, can't wait to get into this one!
draughtman Jan 17, 2021 @ 10:55am 
Hello again :)
I previously reported on Clone duplications in Update 27 (Dec 7th) - You replied the following day and in general secondary individual clone capabilities are different :)
However I'm still getting repeated Primary skill-sets, For example three of four clones with "surveyor" preferences - the first two immediately.....
With rooms for many purposes already - I'm wondering if there could be a "classroom" for Education/re-education for some of the recently woken? Otherwise It can take such a long time to get colonists skilled in the tasks I want/need.... I understand quirks will still play a significant role - but still...?? :)
Nitrous Butterfly  [developer] Jan 17, 2021 @ 11:29am 
Originally posted by draughtman:
Hello again :)
I previously reported on Clone duplications in Update 27 (Dec 7th) - You replied the following day and in general secondary individual clone capabilities are different :)
However I'm still getting repeated Primary skill-sets, For example three of four clones with "surveyor" preferences - the first two immediately.....
With rooms for many purposes already - I'm wondering if there could be a "classroom" for Education/re-education for some of the recently woken? Otherwise It can take such a long time to get colonists skilled in the tasks I want/need.... I understand quirks will still play a significant role - but still...?? :)
Hmm. That is strange. I've tested locally and I get different primary job roles. It is randomized so the possibly of rolling more than one of the same type can happen, but 3 out of 4 being the same type is rather odd. I'll have to run some more tests to see if I can replicate the issue.

The ability to train colonists is coming in a future update.
draughtman Jan 17, 2021 @ 1:24pm 
Great, Thanks :)
draughtman Jan 18, 2021 @ 3:32am 
A possible issue with crop disease?
On a few occasions now, I have been slow to cancel plant growth on a field - before the "cloud" effect shows. - Either because of that (or leaving it even longer), the cloud effect does not disappear until I save and reload.???
Eg; the ready-to-plant icon shows while the clouds are still there...
Last edited by draughtman; Jan 18, 2021 @ 3:35am
Nitrous Butterfly  [developer] Jan 18, 2021 @ 6:23am 
Originally posted by draughtman:
A possible issue with crop disease?
On a few occasions now, I have been slow to cancel plant growth on a field - before the "cloud" effect shows. - Either because of that (or leaving it even longer), the cloud effect does not disappear until I save and reload.???
Eg; the ready-to-plant icon shows while the clouds are still there...
After the crop withers you use the "Clear Current Crop" button on the crop field and the withered cloud effect doesn't go away?
draughtman Jan 18, 2021 @ 8:20am 
Originally posted by Nitrous Butterfly:
Originally posted by draughtman:
A possible issue with crop disease?
On a few occasions now, I have been slow to cancel plant growth on a field - before the "cloud" effect shows. - Either because of that (or leaving it even longer), the cloud effect does not disappear until I save and reload.???
Eg; the ready-to-plant icon shows while the clouds are still there...
After the crop withers you use the "Clear Current Crop" button on the crop field and the withered cloud effect doesn't go away?
That is what I'm seeing -
In normal circumstances, I clear the crop (u)before(/u) the withered cloud appears - then there's no problem..
Nitrous Butterfly  [developer] Jan 18, 2021 @ 9:48am 
Originally posted by draughtman:
Originally posted by Nitrous Butterfly:
After the crop withers you use the "Clear Current Crop" button on the crop field and the withered cloud effect doesn't go away?
That is what I'm seeing -
In normal circumstances, I clear the crop (u)before(/u) the withered cloud appears - then there's no problem..
Thanks for the confirmation. I'll take a look into the issue.
Nitrous Butterfly  [developer] Jan 18, 2021 @ 11:32am 
Latest Changes/Fixes :: Build 1161
  • Game Seed now shown in escape menu
  • Added eyedropper control info to build menu
  • Stress will now change over time as a result of stress effects instead of the current value changing immediately. Further tweaks to this mechanic coming.
  • Increased effect time of eating a meal from 3 hours to 4 hours
  • 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: 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 on newly uncovered tiles
  • Fixed: Missing action description for hauling fertilizer/fish food
  • Fixed: Mission action info description for gathering from water trap
  • Fixed: Objects being placed when using eyedropper tool in some instances
  • Fixed: Ores mined from the floor not replaced with dirt if debug option is on
BlackSmokeDMax Jan 18, 2021 @ 12:15pm 
Originally posted by Nitrous Butterfly:
  • Fixed: Ores mined from the floor not replaced with dirt if debug option is on

Is that how colonists/robots were getting stuck under the world? :lunar2019grinningpig:

Nitrous Butterfly  [developer] Jan 18, 2021 @ 12:28pm 
Originally posted by BlackSmokeDMax:
Originally posted by Nitrous Butterfly:
  • Fixed: Ores mined from the floor not replaced with dirt if debug option is on

Is that how colonists/robots were getting stuck under the world? :lunar2019grinningpig:
lol No, but that would have been amusing.
BlackSmokeDMax Jan 18, 2021 @ 12:54pm 
Originally posted by Nitrous Butterfly:
Originally posted by BlackSmokeDMax:

Is that how colonists/robots were getting stuck under the world? :lunar2019grinningpig:
lol No, but that would have been amusing.

lol, I didn't really think that, was just playing around!
Nitrous Butterfly  [developer] Jan 27, 2021 @ 12:09pm 
Latest Changes/Fixes :: Build 1162
  • Added stress reaction quirks. More in development.
  • Added Janitor job role. This job is used to clean up spills on the floor. Currently the only available spill is vomit from the puker quirk. More spills in development.
  • Colonists now have a chance to receive 1 positive and 1 negative quirk when spawned.
  • Colonists will receive a stress reaction quirk when spawned. Existing saved games created in experimental will no longer have the correct quirk setup. New game recommended.
  • Planet minimap camera view lines are now thicker and a different color to make them more visible over the various biome colors.
  • Colonists from stasis capsules now have the low expectations effect which lowers stress for 24 hours
  • Particle effect speed now based uses game speed. Particles will no longer animate when the game is paused.
  • Minor tweak to deep driller bot material to improve performance
  • Deep driller can now be assigned the hauler job role
  • Changed how colonist attachments are handled. Modders will need to update mods that made changes to EColonist data.
  • Notification will now appear when a colonist has been produced in the clone chamber.
  • 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.
draughtman Jan 27, 2021 @ 1:56pm 
Might need a little adjustment ;)
I've started a new self-generated 100 challenge and one of my 3 starters is a janitor - with max stress... so much so that he appears almost useless - spending 90% of his time rocking, sometimes sleeping on a pad - he can only clear up two sick spots which are accumulating, worryingly....before stressing out again.
S & R seems to have slightly improved matters to this point, because I thought it might be a loading issue....
Last edited by draughtman; Jan 27, 2021 @ 2:02pm
Nitrous Butterfly  [developer] Jan 27, 2021 @ 2:00pm 
Originally posted by draughtman:
Might need a little adjustment ;)
I've started a new self-generated 100 challenge and one of my 3 starters is a janitor - with max stress... so much so that he appears useless - spending 99% of his time rocking, sometimes sleeping on a pad - he can't even clear up the sick spots - which are accumulating, worryingly....
Sounds exciting and horrible. lol Was he max stress at start or he became stressed out? I expected some tweaks would need to be made to stress. Will have to check the stress reductions on the stress reactions to minimize stress spirals. Thanks for the report. :)
< >
Showing 1-15 of 38 comments
Per page: 1530 50

Date Posted: Jan 14, 2021 @ 8:44am
Posts: 38