Mercury Fallen

Mercury Fallen

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Nitrous Butterfly  [developer] Oct 17, 2022 @ 9:28am
Surface Control - Experimental
Howdy Folks!

The Surface Control Update 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 release notes below for the full list of additions, changes and fixes.

Main Features
  • Update visuals and mechanics for surface resources
  • Various tweaks and changes to vehicle and resource attributes
  • Vehicle actions now part of the vehicle info panel (separate vehicle action bar removed)
  • And a bunch more.. Check release notes below.

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 1265
  • Power generators now show a hover icon if not connected to a power network
  • Updated Vehicle Assembly guide section
  • Updated Vehicle Actions guide section
  • Updated Surface Resources guide section
  • Fixed: Missing description for colonist move to action
  • Fixed: Minor performance issue related to game logging


Release Notes

Changes
  • Robot recycle button moved to info panel footer
  • Stink Plant POI now has more biomes it can spawn in. This should make it easier to find.
  • Added move to button to colonist info panel footer. Clicking this and clicking a destination will force the colonist to walk to that position.
  • Power generators now show a warning if not connected to power conduits
  • Added new POI locations to find blueprints for tier 2 building equipment research
  • Removed surface vehicle action bar display at bottom middle
  • Vehicle action buttons now in vehicle info panel footer
  • Reduced construction cost of all vehicles
  • Reduced construction cost vehicle bay, mining platform and resource depot
  • Room highlight now visible when selecting rooms
  • Added Only Collect When Full toggle to water traps
  • Added tooltips to water trap toggles
  • Added optimization to how room decor is updated
  • Objects that provide positive or negative decor will now highlight green/red when in decor overlay mode

Surface Buildings
  • Vehicle bay now has enable/disable toggle. This serves to pause/unpause vehicle construction
  • Added Vehicle Bay queue. Can now queue up to 3 vehicles for construction at the vehicle bay
  • Vehicle Bay info panel now shows power info below assembly information.
  • Added equipment slots to surface buildings
  • Added new attributes and equipment items for surface buildings

Surface Mining
  • Mining speed decreased for mining vehicles
  • Mining vehicles can now only mine surface level resources. Subsurface resources require a mining platform
  • Increased cargo space for resource collection vehicles
  • Mining time attribute replaced with a mine speed attribute. This is to allow for better control over mining speeds for vehicles.
  • Increased base travel speed and storage capacity of resource transport vehicles
  • Increased base travel speed of beetle miner

Surface Resources
  • New visuals for surface resources
  • Planet surface resources now show depth icons when zoomed out
  • The minimum distance between surface resources changed from 3 tiles to 8 tiles. (Will only affect new game)
  • Surface Resources now only have surface and subsurface resources. Removed deep depth.
  • Reduced the total amount of surface resource locations
  • Surface resources now contain much higher quantities of resources
  • Surface resources will no longer spawn on river tiles
  • Some surface resources are now faster/slower to mine based on their internal work_time value
  • When selecting a surface resource to mine, the hover cursor will now show red if the target is invalid.

Modding Changes
  • Robot XML data must now include a CRecycleable component to be recycled
  • Vehicle action icons must end in _On and _Off. The tag, however, should reference the root icon name.

Fixes
  • Fixed: Internal error generated during launch platform mission
  • Fixed: Robot equipment items not brought to storage containers
  • Fixed: Colonist pop icons are not always cleared properly when returning to the main
  • menu. This could cause the game to freeze or cause performance issues.
  • Fixed: Planet map visibility filters not showing objects if the category was marked as hidden first
  • Fixed: If a gameobject can’t be found then an error is generated in the log instead of the game getting soft locked
  • Fixed: Game soft lock if attempting to place a building on a tile at the edge of the map
  • Fixed: Launch platform poi story able to be completed without meeting requirements
  • Fixed: Error can occur if attempting to re-order the construction queue if only one item is on the list
  • Fixed: Incorrect description for vehicle dock at facility action
  • Fixed: Game crash that can occur when starting a new game due to colonist starting job roles in some instances
  • Fixed: Colonist name in schedule screen incorrect after renaming a colonist
  • Fixed: Robots not dropping carried items when interrupted to go recharge
  • Fixed: Room decor score calculated incorrectly. This caused rooms to calculate as higher decor than they should be.
  • Fixed: Decor colors not showing correctly for rooms after adding an item that affects decor. Decor overlay for rooms should show a solid color for the entire room.
  • Fixed: Unable to select anything when in decor overlay mode
  • Fixed: Decor overlay mode colors not showing correctly in rooms when loading a save game
  • Fixed: Charging the mechanical generator does not provide technician skill experience
  • Fixed: When in object placement mode the object does not get placed where it looks like it should when clicking in some instances
  • Fixed: Item duplication glitch caused by destroying a receiving container with items in the receiving inventory
  • Fixed: Can install cargo expanders on DOGE/Wasp vehicles
Last edited by Nitrous Butterfly; Nov 9, 2022 @ 11:13am
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Showing 1-8 of 8 comments
Nitrous Butterfly  [developer] Oct 20, 2022 @ 8:25am 
Latest Changes/Fixes :: Build 1258
  • When selecting a surface resource to mine, the hover cursor will now show red if the target is invalid.
  • Fixed: Object info panel footer buttons not showing at correct size in some instances
  • Fixed: Entity window footer button data loaded incorrectly for some data types
  • Fixed: Incorrect button graphic used for robot recycle toggle on info panel footer
  • Fixed: Game crash that can occur when starting a new game due to starting job roles in some instances
  • Fixed: Colonist name in schedule screen incorrect after renaming a colonist
  • Fixed: Mining vehicles able to mine subsurface resources. Mining vehicles should only be able to mine surface resources.
Nitrous Butterfly  [developer] Oct 24, 2022 @ 11:58am 
Latest Changes/Fixes :: Build 1259
Misc Changes
  • Minor increase to base mining speed for surface vehicles/buildings

Surface Buildings Recipe
  • Vehicle Bay Construction: Reduced steel from 100 to 75
  • Vehicle Bay Construction: Reduced bioplastic from 100 to 75
  • Mining Platform Construction: Reduced structure resin from 75 to 50
  • Mining Platform Construction: Reduced steel from 50 to 25
  • Mining Platform Construction: Reduced bioplastic from 50 to 25
  • Mining Platform Construction: Reduced hardened fasteners from 50 to 20
  • Mining Platform Construction: Reduced electronics from 50 to 20
  • Resource Depot Construction: Reduced structure resin from 100 to 50
  • Resource Depot Construction: Reduced steel from 40 to 20
  • Resource Depot Construction: Reduced bioplastic from 50 to 25
  • Resource Depot Construction: Reduced electronics from 25 to 15

Vehicles Recipe Changes
  • Doge Recipe: Reduced electronics from 25 to 20
  • Doge Recipe: Reduced steel from 25 to 20
  • Doge Recipe: Reduced fasteners from 15 to 10
  • Wasp Recipe: Reduced electronics from 30 to 25
  • Wasp Recipe: Reduced steel from 30 to 25
  • Wasp Recipe: Reduced hardened fasteners from 25 to 15
  • Beetle Miner Recipe: Reduced electronics from 40 to 25
  • Beetle Miner Recipe: Reduced steel from 40 to 25
  • Beetle Miner Recipe: Reduced fasteners from 35 to 15
  • Whale Miner Recipe: Reduced electronics from 50 to 30
  • Whale Miner Recipe: Reduced steel to from 50 to 30
  • Whale Miner Recipe: Reduced hardened fasteners from 30 to 20
  • Rover Recipe: Reduced electronics from 40 to 20
  • Rover Recipe: Reduced steel from 40 to 20
  • Rover Recipe: Reduced fasteners from 35 to 15
  • Hover Explorer Recipe: Reduced electronics from 50 to 25
  • Hover Explorer Recipe: Reduced steel from 50 to 25
  • Hover Explorer Recipe: Reduced hardened fasteners 30 to 15
  • Resource Transport Recipe: Reduced electronics from 35 to 20
  • Resource Transport Recipe: Reduced steel from 35 to 20
  • Resource Transport Recipe: Reduced fasteners from 25 to 10
  • Sea Turtle Transport Recipe: Reduced electronics from 45 to 25
  • Sea Turtle Transport Recipe: Reduced steel from 45 to 25
  • Sea Turtle Transport Recipe: Reduced hardened fasteners from 30 to 15

Fixes
  • Fixed: Entity footer buttons too small in some instances (fixed again … some more)
Nitrous Butterfly  [developer] Oct 27, 2022 @ 9:46am 
Latest Changes/Fixes :: Build 1260
  • Increased base travel speed and storage capacity of resource transport vehicles
  • Increased base travel speed of beetle miner
  • When selecting a vehicle action target tile the hover cursor will show red if it’s an invalid target
  • Fixed: Resource transport vehicles unable to traverse across water in some instances
  • Fixed: Error when attempting to select a vehicle action tile location that can’t be reached in some instances
  • Fixed: You can un-pause the game by pressing space bar with in-game menu open
  • Fixed: Footer buttons showing too small in some instances (fixed maybe?)
  • Fixed: When setting up a new custom game the assigned job role is not correctly assigned to the colonist after starting the game in some instances
Nitrous Butterfly  [developer] Oct 28, 2022 @ 10:26am 
Latest Changes/Fixes :: Build 1261
  • Fixed: Footer buttons the wrong size (for real this time?)
  • Fixed: Room decor score calculated incorrectly. This caused rooms to calculate as higher decor than they should be.
Nitrous Butterfly  [developer] Oct 31, 2022 @ 10:10am 
Latest Changes/Fixes :: Build 1262
  • Room highlight now visible when selecting rooms
  • Added Only Collect When Full toggle to water traps
  • Added tooltips to water trap toggles
  • Added optimization to how room decor is updated
  • Fixed: Vehicle move to action not working
  • Fixed: Robots not dropping carried items when interrupted to go recharge
  • Fixed: Decor color values not showing correctly for rooms
  • Fixed: Decor colors now showing correctly for rooms after adding an item that affects decor. Decor overlay for rooms should show a solid color for the entire room.
  • Fixed: Unable to select anything when in decor overlay mode
  • Fixed: Decor overlay mode colors not showing correctly in rooms when loading a save game
  • Fixed: Charging the mechanical generator does not provide technician skill experience
  • Fixed: When in object placement mode the object does not get placed where it looks like it should when clicking in some instances
Nitrous Butterfly  [developer] Nov 4, 2022 @ 12:15pm 
Latest Changes/Fixes :: Build 1263
  • Vehicle bay now has enable/disable toggle. This serves to pause/unpause vehicle construction
  • Added Vehicle Bay queue. Can now queue up to 3 vehicles for construction at the vehicle bay
  • Tier II vehicle recipes now require aluminium instead of steel
  • Fixed: Tile selection offset from mouse cursor position
  • Fixed: Room efficiency can be negative
  • Fixed: Soft lock crash when selecting target position for direct colonist movement in some instances
  • Fixed: Item duplication glitch caused by destroying a receiving container with items in the receiving inventory
Nitrous Butterfly  [developer] Nov 7, 2022 @ 10:49am 
Latest Changes/Fixes :: Build 1264
  • Disabled water source highlighting when selecting water consumers
    Objects that provide positive or negative decor will now highlight green/red when in decor overlay mode
  • Fixed: Any vehicle can be added to the vehicle bay queue without researching it first
  • Fixed: Crash when loading save game from a previous version with a vehicle bay placed
  • Fixed: Can install cargo expanders on DOGE/Wasp vehicles
Nitrous Butterfly  [developer] Nov 9, 2022 @ 11:13am 
Latest Changes/Fixes :: Build 1265
  • Power generators now show a hover icon if not connected to a power network
  • Updated Vehicle Assembly guide section
  • Updated Vehicle Actions guide section
  • Updated Surface Resources guide section
  • Fixed: Missing description for colonist move to action
  • Fixed: Minor performance issue related to game logging
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Date Posted: Oct 17, 2022 @ 9:28am
Posts: 8