Mercury Fallen

Mercury Fallen

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Nitrous Butterfly  [developer] Nov 11, 2021 @ 10:07am
Update 31 - Experimental
Update 31 Moved to Test Build branch. Thanks for all the great feedback and reports. :)

Howdy Folks!

Update 31 :: Energized is now available on the experimental branch! 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
  • Overhaul of planet map visuals
  • New surface side power structures and distribution
  • UI Tweaks
  • Bug 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 1215
  • Planet Display Modes now work and have a new look
  • Fixed: Unable to create expedition without setting destinations in create expedition window
  • Fixed: Info window for selecting expedition targets appears when selected an expedition that is already enroute in some instances

Release Notes

Planet Map Updated
  • Terrain now has visual height variation
  • Updated look of water and shorelines
  • Updated look of rivers
  • Updated or replaced most biome tile textures
  • Updated or replaced biome detail artwork(flora)
  • Added new biome detail artwork
  • Added depth of field post processing effect
  • Tweaked existing post processing effects
  • Unexplored tiles now have a new look
  • Mountains no longer have visual height if unexplored
  • Elevation info refactored to better match new visual tile height
  • Tile depth info now has a different icon than elevation
  • Can now zoom in/out using camera zoom keyboard shortcuts

Planet Map Structures
  • Added Wind Turbines
  • Added Solar Panel
  • Added Power Poles
  • Added Surface Power research

UI Tweaks
  • Updated header of discovery section content
  • Updated header of guide section content
  • Updated formatting for guide section content
  • Updated several entries in guide section
  • Selecting a room floor a second time will select the underlying floor tile

Balancing
  • Reduced build cost of vehicle bay
  • Standing Lamp and Wall Light power consumption reduced from 5 to 4
  • Night Stand power consumption reduced from 5 to 2
  • Improved Power Supply equipment affect changed from -10% to -20% and recipe ingredients increased slightly
  • Advanced Power Supply equipment affect changed from -25% to -40% and recipe ingredients increased slightly
  • River biome now reduces movement speed

Misc
  • Colonists are now more likely to walk on floor tiles when generating a path
  • Migrated Unity Engine to version 2019.4
  • Migrated to .net 4.x.

Modding
  • Added spawn_closet_match tag to GDPOI. When the POI is spawned it will attempt to spawn it at the closest matching tile from the facility.
  • Added spawn_natural tag to GDPOI. If false the POI will not automatically be spawned on the map. This allows for POIs to be spawned from stories and missions.
  • Updated various language strings including guide data to use CData tags
  • Language data gstr tags can now use CData tags to avoid having to escape formatting tags

Fixes
  • Fixed: Mining Platform light appearing in underground facility
  • Fixed: Robot not showing power hover icon when low or out of power
  • Fixed: Removing a pinned item/category causes pinned items to stop working in some instances
  • Fixed: Colonists can walk through Dirt/Ore wall tiles if that tile contains an item chest
  • Fixed: Toggle audio playing multiple times when opening craft queue recipe list
  • Fixed: Sea Turtle vehicle has wrong icon/description when selected
  • Fixed: Machines showing as receiving/having power even when they are not, in some instances
  • Fixed: POI locations showing enable/disable button
  • Fixed: Surface resources at deeper depths showing after loading a save game without having previously uncovered them via scanning.
Last edited by Nitrous Butterfly; Dec 1, 2021 @ 11:31am
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Showing 1-11 of 11 comments
Nitrous Butterfly  [developer] Nov 12, 2021 @ 7:29am 
Latest Changes/Fixes :: Build 1205
  • Fixed: Lighting Too dark
Nitrous Butterfly  [developer] Nov 12, 2021 @ 11:45am 
Latest Changes/Fixes :: Build 1206
  • Added 3 new original music tracks
  • Power line visuals now show from power poles/generators to consumers
  • Reduced volume and range of mining platform audio
  • Vehicle bay should now only consume power when creating a vehicle
  • Fixed: New surface buildings placeable on unexplored tiles
  • Fixed: Electric consumer info showing Not Enough Power error even if it’s currently powered
  • Fixed: Missing language string for Not Enough Power in consumer info panel
  • Fixed: Vehicle bay still receiving materials and constructing even without power
christoph Nov 14, 2021 @ 3:57am 
Energized (Experimental) issues
Some issues with the Experimental branch:

- Oceans and blue plains are virtually indistinguishable; ocean reflection helps a lot with this, but kicks in only at the bottom of the map view, and even then only when viewed from a near-vertical angle.

- The various different views (temperature, elevation etc.) currently don't work.

- I can't seem to figure out in which locations I can or can not build a power plant (wind turbines only so far, haven't tried solar yet); somehow, distance to base seems to have something to do with it, as do other facilities already built, but it doesn't seem consistent or even entirely reproducible. Mountaintops are a no-go obviously, and that's made obvious by turning the icon red; but other factors are evidently at play, and they're not visualized at all - it only shows once you click, and the game refuses to plonk a building there. Impossible to tell whether this is a bug or working as intentional without any information about the behaviour as designed.

Also, I had seen two bugs yesterday in conjunction with surface power plants that may or may not be related to each other:

- First, I had built a wind turbine adjacent to the vehicle building, exactly opposite the base (towards the northeast, in case that should make any difference; another wind turbine was already present directly southwest of the base, and I had built some more wind turbines and even a power link at other locations but had torn them all down again at that point). This caused the vehicle building to start toggling repeatedly between operational and out-of-energy state; when I looked closer, I found that the vehicle building seemed to have somehow disconnected from the base (but the visual cue on the map was still there) and formed a separate grid with the new wind turbine (which was at 60% efficiency, i.e. 80W, hence the out-of-energy state; not sure whether the intermittency of that state was normal or also related to the unconventional situation). The situation seemed to resolve to normal after I had torn down the new wind turbine.

- Later, after having torn down the problematic wind turbine, building 3 more someplace else, and tearing down 2 of my manual generators, I noticed that the power grid maximum displayed in the underground view (bottom toolbar) was WAY off: With 4 manual generators (no extras, i.e. 100W each), 4 wind turbines (3x 60%, i.e. 80W each, 1x 80%, i.e. 102W), and no other energy sources, the total was displayed as (IIRC) a whopping 1,662W. (Anywhere else in the UI, the details were given as 742W, matching the expected value). The difference of 920W could conceivably have come about as the maximum power available in the main grid when the vehicle building had experienced that power glitch mentioned above (6 manual generators @ 100W + 1 wind turbine @ 80W = 680W) plus another 240W from one or more unrelated glitches while I was repeatedly building and quickly tearing down again wind turbines to figure out where I could place them anyway (some of the turbines managed to get built to completion, and all of those would indeed have had 80W output); the tearing down of a single power relay in the same context might also factor into such an earlier glitch. Having left the game yesterday, today I find the power maximum displayed in the toolbar at the proper value of 742W, leading me to presume that a save & re-load would have been sufficient to cure the symptoms.
Nitrous Butterfly  [developer] Nov 14, 2021 @ 6:54pm 
Thanks for the great feedback and bug reports. Moved post to experimental thread.

Planet map visual filters are currently disabled (meant to remove those controls until they're functional again)

Definitely some issues with the surface power that is being worked on. Surface structures should turn red if they can't be placed on a tile.

Wind turbines/solar panels are intended to be placed anywhere except for water/mountain tiles or where another structure already exists. Different locations will effect production rates. Will have to check on that as something else is certainly at play if not able to place them.
Nitrous Butterfly  [developer] Nov 15, 2021 @ 12:57pm 
Latest Changes/Fixes :: Build 1208
  • Added guide section for surface power
  • Power Poles will no longer appear in the buildings list
  • Surface water now a darker color
  • Fixed: Vehicles invisible after loading in some instances
  • Fixed: Power poles/structures showing incorrect connections
  • Fixed: Starting guide still showing after loading a save. This issue will persist for current saves on the experimental branch. Skipping the starting guide and saving/reloading should make it gone for good.
Last edited by Nitrous Butterfly; Nov 15, 2021 @ 12:58pm
Nitrous Butterfly  [developer] Nov 16, 2021 @ 11:49am 
Latest Changes/Fixes :: Build 1209
  • Darkened snowy biome textures
  • Darkened desert biome textures
  • Fixed: Non-expedition vehicles showing cancel expedition button in info panel
  • Fixed: Power pole connections not showing (again, some more)
  • Fixed: Vehicles not able to arrive at destination in some instances. This resulted in vehicles bouncing back and forth between tiles.
  • Fixed: Miner vehicles not mining resource after loading a save game in some instances
Nitrous Butterfly  [developer] Nov 17, 2021 @ 1:24pm 
Latest Changes/Fixes :: Build 1211
  • Colonists are less likely to generate a path that goes through a door if applicable
  • Colonists will now prefer to walk over hallway tiles when generating a path
  • Out of power icon for surface structures now shows when zoomed in
  • Optimized planet surface camera calculations. This should result in some improved performance.
  • Fixed: Path finding penalties not generated correctly. This caused longer paths to be generated for colonists in some instances.
  • Fixed: Surface power not distributed through adjacent power consumers/generators without placing adjacent power poles. Surface power connection lines should now be accurate.
Nitrous Butterfly  [developer] Nov 19, 2021 @ 12:24pm 
Latest Changes/Fixes :: Build 1212
  • Updated visuals for power pole connections for surface structures
  • Fixed: Crash while loading in some instances if surface power generators are placed
  • Fixed: Surface structures showing out of power icon after loading a save game
  • Fixed: Facility objects not showing out of power icon when first placed in some instances
Nitrous Butterfly  [developer] Nov 22, 2021 @ 9:16am 
Latest Changes/Fixes :: Build 1213
  • Updated biome discovery icons
  • Fixed: Placing surface power generators adjacent to each other causes a game crash in some instances.
  • Fixed: Save game load crash related to surface power generators in some instances
  • Fixed: Colonists attempt to plan the next mining target before the current mining target tile has become walkable. This resulted in colonists either wandering aimlessly or bouncing between mining targets when attempting to mine a 1 tile wide tunnel.
  • Fixed: Opening starting capsule spawning inside another stasis capsule on some seeds
  • Fixed: Performance issue introduced in the previous patch
    instances
Nitrous Butterfly  [developer] Nov 23, 2021 @ 10:36am 
Latest Changes/Fixes :: Build 1214
  • Fixed: POIs not appearing on surface map
Nitrous Butterfly  [developer] Nov 29, 2021 @ 1:45pm 
Latest Changes/Fixes :: Build 1215
  • Planet Display Modes now work and have a new look
  • Fixed: Unable to create expedition without setting destinations in create expedition window
  • Fixed: Info window for selecting expedition targets appears when selected an expedition that is already enroute in some instances
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Date Posted: Nov 11, 2021 @ 10:07am
Posts: 11