Thank you! :)
Nitrous Butterfly
Creator of
Recent community posts
Release Notes
Changes
- Added: Aeroponics Farm for the advanced growing of crops. Aeroponics farm requires power, water and plant nutrient item to grow crops, but provides bonus to crop output and reduced grow time.
- Added: Algae Farm for growing and harvesting microalgae. Green algae is used in some food recipes and is a requirement for making plant nutrients.
Added: Aquarium for growing and harvesting fish. Aquarium generates bio-waste which is collected when harvesting grown fish. Biowaste is an ingredient for plant nutrients. - Added: Fish Tank decoration item.
- Added: Food Processor for processing some raw food ingredients for cooking.
- Added: Food Dispenser storage container for storing meals.
- Added: Bio-Lab floor/room
- Added: Cafeteria floor/room. The eating table and new food dispenser now require this room. Recreation room still exists, but serves little purpose for now until future updates.
- Added: Thorn Wheat Crop/Item
- Added: Tangle Fruit Crop/Item
- Added: Sponge Stalk Crop/Item
- Added: Arrow Head Fungus Crop/Item
- Added: Emergency Ration meal item. This item is not craftable. Only found in the starting supply chest and food chests.
- Added: 9 new meal/food recipes
- Added: Plant Nutrient which is made at the bio-refiner.
- Added: Food Item Satiation. This is how much of the hunger meter is filled when a food item is consumed.
- Added: Food Item Nutrition. This will decrease how quickly the hunger bar fills. Nutrition is added as an attribute effect to hunger from some food items. Nutrition bonus will decay naturally over time.
- Added: New research window with visual tech tree. New interface is now integrated into the facility management screen [tab]
- Added: New Colonist Roster to various production machines. This allows players to set which colonists can operate that machine/object. Colonists will work at machines that either have an empty roster or a machine/object with a roster that contains their name.
- Added: New research topics to unlock additional room, machines and recipes.
- Added: Object icon shows in object info window
- Added: Colonist portrait shows in colonist info window
- Added: Colonist portrait in colonist management interface.
- Added: Roster Management section in guide
- Added: Robots section in guide
- Added: Button on main HUD button bar to open discovery interface
- Added: Button on main HUD button bar to open game guide.
- Added: New starting tutorial to open starting supply chest by elevator.
- Changed: Fridge now only stores raw food items. Meals are stored in the new food dispenser.
- Changed: Fridge storage limit increased from 400 to 450
- Changed: Food Items no longer fully deplete a colonists hunger, but is now based on satiation and nutrition values. Additional information found in the guide under colonist needs.
- Changed: Food quality is determined by satiation + nutrition. Colonists will eat the best quality food first.
- Changed: Colonists will get hungry more often
- Changed: Colonists will receive the starving affect only after hunger has stayed at max for 3 in-game hours.
- Changed: Crop fields now show crop output amount
- Changed: Re-ordered various research topics
- Changed: Several research topics have been rebalanced to take more or less time to research
- Changed: Facility Management button on main HUD button bar changed to Colonists.
- Changed: Research button now opens new research tech tree.
- Changed: Cook Station now uses less water
- Changed: Clone Chamber uses slightly less water
- Changed: Medical Cabinet now restricted to medbay floor
- Changed: Updated existing crop/plant icons
- Changed: Reduced reflectivity of metal walls to reduce light hot spots
- Changed: Medical room wall light color now pink
- Changed: Game now runs in background
- Changed: Updated various tooltip text
- Changed: Updated various guide entries to include more details.
- Changed: Items in HUD inventory list now show a tooltip when hovering over the item.
- Changed: Camera movement is now limited to map area.
- Changed: Increase to camera zoom out distance.
- Changed: Minor increase to camera angle limits.
- Changed: Build menu now shows objects power/water output where applicable.
- Changed: Build materials in build menu now show red/green outlines to indicate if the items are available.
- Changed: Increased font size of starting tutorial description text.
- Changed: Manual now called Guide
- Changed: Organics chest now has a chance to contain plant nutrients
- Changed: Food chests now have a chance to contain emergency rations
- Changed: Bio-Refiner recipes now require the engineer job role instead of the botanist.
Fixes
- Fixed: Robot Assembler not animating correctly if loading a save game that had the robot assembler in mid construction.
- Fixed: Robot Assembler still constructing if lost power
- Fixed: Selected objects for deconstruction selecting non-destructive object if multiple objects occupy the same tile. This would lead to a stuck colonist attempting to deconstruct an object that can’t be deconstructed.
- Fixed: Facility management section button sound effects not being affected by the volume settings.
- Fixed: Game unpauses when closing game menu even if already paused
- Fixed: Low scroll sensitivity in some dropdown lists
- Fixed: Incorrect scrollbar graphic in some dropdown lists
- Fixed: Camera still edge scrolls with facility management interface open
- Fixed: Objects with positive decor still providing decor bonus if disabled or not connected to required resources.
- Fixed: Guide scroll bar not resetting to top when changing guide sections.
- Fixed: Loot Chests can be seen inside dirt/ore walls when in power/water display mode.
- Fixed: Colonist priority not being calculated correctly for final job cost. This caused colonists to not always do the highest priority task.
- Fixed: Colonist not eating lower quality food if best quality food exists and can’t be reached.
- Fixed: Research station progress text not updating as research is performed
Release Notes
Features
- Updated notification system. Notifications now appear as icon buttons at top right. Hovering over them will show more information. Notices stay for much longer and can be dismissed by right clicking them.
- Discovery items which can be found in item chests. Discoveries are unique items that are used in various ways such as story content and blueprints.
Item chests scattered around the map that contain various resources including discovery items. - Changed map generation to include the ruined remains of the Mercury Facility. New generated facility rooms can be deconstructed for materials or re-purposed. These ruined rooms are also a good place to find item chests.
- Discover lost data logs to uncover the story of the missing colonist
- AI decision logic now operates in a separate thread for improved performance when having many colonists in facility.
UI Updates
- Added: New notification when a colonist increases in a job level
- Added: Discovery interface under Facility Management.
- Added: Object/Colonist window open/close animation
- Changed: Research interface no longer references research progress in time. It is now just in generic research points as time was not an accurate measure anyway.
- Changed: Research prerequisites now show if a discovery item is also required
- Changed: Colonist Management button icon changed and tooltip renamed to Facility Management
- Changed: UI Scale setting defaults to medium instead of Large
- Changed: Clone Chamber interface now shows progress bar instead of text for clone progress
- Changed: Optimized UI Icon loading for improved performance
- Changed: Updated crop field object icon
- Changed: Crop Field interface now shows if it’s waiting for a colonist to plant the crop.
- Changed: Crop Field now shows progress bar instead of just percent text
- Changed: Research progress bar in research station interface now shows percentage
- Fixed: Wrong icon for MedBay Floor in object list
- Fixed: Blurry game speed icons
- Fixed: Job name shows multiple times when changing recipe from drop down in craft queue.
- Fixed: Various typos
World Generation Updates
- Added: Various types of item chests that can be found and opened for additional items and possible discoveries.
- Changed: Item chest next to elevator now contains starting supplies. Elevator no longer has an inventory
- Changed: New game starts with some fuel already in the power generator.
Changes
- Added: Selected colonists now show a path to their destination
- Added: New quirks related to the muscles attribute
- Added: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.
- Added: When selected, machines will now highlight the power/water generator they are receiving their power/water from.
- Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering over devices as power/water generators make connections to consumers. This was changed for fast connection time of power/water consumers.
- Changed: Colonist will now pause before picking up items on floor. Pause time determined by work speed and hauler job level.
- Changed: Colonist will now take time to refuel a generator. Action time determined by work speed and hauler job level.
- Changed: Colonist will now replan walk path if path becomes blocked after planning a walk path
- Changed: Colonists will now reference more surrounding tiles when trying to become unstuck if an object is placed on top of them.
- Changed: Constructed Robot age is now 1 instead of a random age
- Changed: Haul job role renamed to Hauler
- Changed: Data Recovery now referenced as Research Projects
- Changed: Computer Station renamed to Research Station. Description/references also updated.
- Changed: Various changes to research times.
- Changed: Some research projects now require a blueprint to be discovered before they can be researched
- Changed: Missing colonist stasis capsules and inactive robots are now more evenly spaced out during map generation.
- Changed: Clear construction action is now a builder action instead of a hauler action
- Changed: Ailment notifications now provide information on the cause of the ailment
- Changed: Optimized management systems for improved over all performance
- Changed. Game settings now in same root folder as saved games. Settings will be reset to defaults the first time the new update is played.
- Changed: Can not build floors on tiles selected for deep mining
- Changed: Objects/colonists now remain highlighted if their info window is open
- Changed: Assembly Floor moved to Tech Printing research project
- Changed: Basic Robots now requires Tech Printing instead of metallurgy
- Changed: Placed objects that generate or require power no longer auto create conduits. Conduits need to be placed after creating an object.
Fixes
- Fixed: Tutorial task complete sound is heard repeatedly even after completing a task.
- Fixed: Colonist not moving or performing other tasks if hungry and no food is available.
- Fixed: Colonists sleeping standing up
- Fixed: Colonist can receive ailment more than once
- Fixed: Haul to generator action not giving haul job experience
- Fixed: Colonist not picking up items on ground if some of the items don’t have a place to be stored.
- Fixed: Colonist attempting to move food items to fridge even if fridge is not powered.
- Fixed: Colonist stuck in bed after loading a saved game.
- Fixed: Multiple colonists attempting to haul same items to storage in some instances
- Fixed: Object placement graphic not showing after cancelling build while dragging.
- Fixed: Jobs not being performed at all if priority set to lowest (10)
- Fixed: Can select tiles for deep mining that have a floor or other structure
- Fixed: Water conduits unable to be selected in water overlay
- Fixed: Power generator still providing power after being deconstructed.
- Fixed: Colonist stuck clearing construction area if they can’t get to item on floor
- Fixed: Crop Field enable/disable button removed as it did not serve a purpose.
- Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.
- Fixed: Some objects not staying highlighted when moused over
- Fixed: Doctor can no longer starve to death while treating a patient
Features
- Job Role Priority system that allows priority control per job role. Jobs at a higher priority will be done before jobs with a lower priority. 1 = High Priority, 10 = Low Priority.
Job Role priority controls in Management screen and colonist info window - Game manual now available as a section under the Facility Management interface. Press [Tab] to open and select manual at top. Manual is not complete and will be expanded with future updates.
- New object placement system. Visual footprint now shows when building objects. Objects enforce a walkable area colored in green. Non-walkable areas are colored in red. The object footprint overlay shows during placement as well as when an object is selected.
Updates
- Added: Colonists will now move item containers from a construction area before building objects.
- Added: Tech Printer machine which is used to create technology components.
- Added: Electronics recipe
- Added: Mechanical Parts item and recipe
- Added: New research to unlock the Tech Printer
- Added: Audio/Visual effects to power generator
- Added: Audio/Visual effects to computer station
- Added: Robot Assembler audio
- Added: Door Open/Close audio
- Added: Deconstruction audio
- Added: Vertical storage container
- Added: Mining filter button row above mining button to toggle multi-select for normal and deep mining
- Changed: Deconstruction filter window now shows as button group above deconstruct button
- Changed: Stasis Capsules and inactive robots are now embedded in dirt tiles instead of replacing them. They must be mined out before use.
- Changed: Objects now have forced non-walkable tiles which should resolve colonists walking through objects.
- Changed: Updated objects to use the new footprint system which results in objects placed in existing saved games no longer loading properly.
- Changed: Improved colonist detection for closest interaction tile from current position. Colonists will prefer to use the closest green walkable tile for an object or closest bordering tile when applicable.
- Changed: Colonists can no longer walk through objects that are not finished being built
- Changed: New smelter model
- Changed: Elevator no longer shows inventory quantity. Elevator is only for starter items and not used for general storage.
- Changed: Fridge now requires power. Colonists will not store food items in unpowered fridges.
- Changed: Cloning Chamber now requires electronics as a build material
- Changed: Points spent in Smarts via the Robot Assembler now uses electronics at higher levels.
- Changed: Points spent in Athletics via the Robot Assembler now uses mechanical parts at higher levels.
- Changed: Starting missing colonists and inventory now exposed to XML files
- Changed: Removed doppler effect from audio sources to fix audio distortion when rotating/moving the camera.
- Changed: Robot Assembler window now shows the materials it is waiting for before construction can begin
Fixes
- Fixed: Botanist job role not spelled correctly
- Fixed: Hover icons showing over main HUD UI
- Fixed: Skip button not appearing during opening story text when starting a second game from the main menu
- Fixed: Colonists building while standing in another object to be built which results in colonists getting stuck in other objects.
- Fixed: Some audio sources still being heard further away than they should have been.
- Fixed: HUD UI becomes unresponsive if closing the crop field window while the crop type drop down is open
- Fixed: Crop field drop down callback not being cleared when window is closed leading to memory build up and possible game crash.
- Fixed: Power Generator still providing power when it runs out of fuel
- Fixed: Engineer not dropping off all required materials to robot assembler
- Fixed: Clone Chamber still functioning if power/water is not available. Clone progress now paused until power/water is restored.
- Fixed: Robot Assembler still continues construction if it has no power or is disabled. Construction is paused until power is restored.
- Fixed: Engineer not working at Tech Printer
- Fixed: Ailments/Quirks related to move speed not working or being loaded
- Fixed: Random Game crash when colonist is being treated at medi-bed
- Fixed: Object placement not canceled when clicking Mine or Deconstruct buttons
- Fixed: Possible game crash when colonists generate a path to construct an object
- Fixed: Power still magically generated for machines after generator is removed
- Fixed: Robot Assembler not saving construction state correctly leading to save game crash upon load
- Fixed: Various code optimizations/modifications to improve game performance and stability
Updates
- Added global inventory display at top left
- Global Inventory button now toggles display of on screen inventory display
- Added Disable refuel button to power generator interface
- Added Show Info Panel button to colonist management screen
- Reduced negative decor effect of Wall Debris
- Additional resolutions for different aspect ratios now in settings
- Added sound effect for placing objects
Fixes
- Fixed incorrect gender icon for robots in colonist management screen
- Fixed a pathfinding issue that would randomly cause colonists to get stuck/run in place when generating a new path
- Fixed issue with light material color reverting to white when loading a save game or light source loses/regains power
- Fixed issue with miner becoming stuck if mining a tile on the edge of the map
- Resources dropped when mining should now appear on the floor of the tile that was mined instead of next to it
- Fixed issue with starting tutorial text not showing correctly on some resolutions
- Migrated hard coded text to language xml file
Features
Various objects in the game now positively or negatively effect the facility decor
New data visibility options at bottom right to toggle between power, water and decor data view modes. Decor view shows a graphic overlay indicating positive decor in green and negative decor in red.
Colonists stress will increase or decrease as they walk into areas of negative/positive decor.
New Lumen Bulbus crop which can be used at the bio-refiner to make cloth
New bench and chair decorations which colonists will use to sit and relax. Amount of stress reduction while sitting down is effected by area decor.
Re-organized some data recovery projects and some objects now require new data recovery projects before they are available.
Can now pan camera by moving cursor to the edge of the screen.
Changes
Updated plant graphic rotation in crop fields so that crops look a bit more varied and natural
Updated visual appearance of Hemp crop
Some objects now require cloth as a building material
Colonists will no longer perform work if stress is at max
Required Job Role for craft recipe now shown in craft stations.
Bio-Refiner recipes now require botanist job role instead of engineer
Colonists will now craft items at crafting stations using a round robin method.
Selecting objects will still move the camera to target and follow the selection, but can be cancelled by using the keyboard or mouse to move the camera.
Selection lock/follow can be toggled in settings.
Vsync now enabled by default and can be toggled in settings
New selection sound effects for colonists
New background music in Main Menu
Fixes
Optimized UI for increased performance on lower spec systems
Quality setting now affects post processing filters
Fixed issue with color correction causing strange screen colors on some video cards
Fixed game crashing if colonist was unable to find a path when trying to refuel a generator
Deconstructed objects should no longer drop items on non-walkable tiles. For example items dropped when deconstructing conduits under water tiles would temporarily make that tile walkable, leading to potentially stuck colonists.
Fixed a pathfinding issue that would sometimes cause a colonist to become stuck trying to reach their destination
Fixed issue with keyboard camera rotation working opposite to mouse camera rotation
Fixed issue with colonists eating/sleep priorities
I am very excited to announce that Mercury Fallen is now on Steam.
Anyone who has purchased the game here on Itch.IO will have access to a free Steam Key so they can add the game to their Steam Library. Click here for more details.
Updates
Added ability to reset camera view to ensure players can’t get lost in the darkness. Default keybind is set to ‘C’ key.
Fixes
Game should no longer become unresponsive when colonist disappears after death while that colonists info window is open
Material color should now show correctly when changing light color for standing lamp and nightstand
Further optimizations to pathfinding to reduce memory overhead and increase stability
Optimization to animations to improve performance
Features
Power generators now require Anthracite fuel to operate. Haulers will haul fuel to to power generator when generator fuel store is below refill threshold.
Generator refuel threshold can be set per generator in it’s info panel
Generator fuel is consumed per second and per machine that receives power. More machines connected results in higher fuel consumption. Disabled generators will not consume fuel.
Power generator and water pump now visually send pulses of power/water through conduits.
Power/water level in conduits have a max travel distance. Conduit color fades over distance and machines too far away will not receive power/water.
New power/water meters on main HUD bar which show total amount of resource consumed over total amount of resource generated
Getting Started task list will now show at top left. Existing save games will see the new task list as well and some tasks will be retroactively completed. Tasks are automatically checked off as the relevant task is performed and the task list will disappear when all tasks have been completed. Tutorial can be optionally skipped.
Changes
Ore Refinery now lights up only when in use by colonist
Bio-Refiner screen now lights up when in use by colonist
Updated main menu background
Updated game icon
Item type now shown in item tooltips
Added fuel as an item type
Anthracite item type is now fuel
Generator renamed to Coal Generator
Changed/updated description of various objects/items
Ore Refinery now requires power to operate
Water Pump now requires power to operate
Object size now shown in build info requirements
Crop fields now show 3x3 crops instead of 4x4
Potato crop now bigger in crop field and plant pot
Improved performance with crop growth
Fixes
Improved memory optimizations to resolve crashing issues on some platforms
Further optimizations to colonist behavior for better performance
Fixed missing text data for Eye Strain ailment
Fixed issue with item tooltips not showing full information in craft queues
Audio on main HUD buttons are now affected by UI volume setting
Power conduit as part of new game world generation no longer extends from the generator all the way to the edge of the map.
Decoration objects can no longer be built on water
Robots should no longer walk on some water tiles
Hover Tooltip info now updates in realtime
Game should no longer freeze for a moment after dragging out several floors/walls/conduits etc. to build
Updates
Added Night Stand decorative object
Added Medical Cabinet decorative object
Added Crimson Bloom plant for plant pot
Deconstruct filter window to select what type of objects you want to deconstruct. Can now switch between Structure, Floor, Power Conduit & Water Conduit.
Updated colonist walk/run animation speeds to better match movement speed
Added new button to storage inventories that allows control over what items can be stored in that container.
Added new action to hauler job role to remove items that don’t belong in a container based on allowed items. If no other inventory can store the item(s) then the item will be put on the floor.
Various changes to object/item descriptions
Fixes
Colonists should no longer get stuck inside storage containers
Colonists should better avoid standing in objects to interact with other objects
Objects should be constructed in the order they were placed if resources to build object are available
Fixed issue with container interactions generating log errors which caused performance issues in some cases
Fixed issue with modified attribute values being stored in save game which lead to loading incorrect attribute values.
Minor performance improvement to loading
Minor performance improvement when spawning visual effects
Thanks for the feedback!
"1. Deconstruction,
Could be me but we can desconstruct objects and floors.
But it looks to me as if we can not deconstruct electrical conduits and water pipes.
Is this correct or am i missing something?"
You can toggle conduit visibility direction (without being in construction mode), by pressing 5/6/7. In conduit mode select a conduit to see it's info window and press deconstruct. This allows you to mark single pieces for deconstruction, but a multi-select option is coming.
"2. I would really like to assign survivors to beds.
I have made a bed and little room for every survivor but they prefer to hot bed into the same bed all the time.
I mean i would think everyone would like to have their own clean bed and not sleep in the sweat of the one before you.
It is not a submarine :)"
Bed assignments is something I would definitely like to see in the game and is on the to-do list. :)
"3. Construction still seems to be total random."
I'll have to take a look in to this. It should be based on build order, but perhaps they're still looking for the closest thing to build instead.
Thanks again for the feedback. While I have a lot planned it's always great to hear what people want from/like about the game.
"After your last update I lost all of my saved games"
Your save games were missing or wouldn't load? Are you on PC or Mac? PC save games are stored under Documents/Mercury Fallen/Saves.
"I tried to start a new game I've notice that my characters can not use the computer"
Does the computer show as having power when you click on it?
Thanks for the report.
So far I'm unable to repeat the problem on my end. If you are able could you provide a save game file before this issue occurs? This could be related to what ailments/quirks the colonist has. Is this issue happening with a specific colonist or any colonists?
Save games files are located under Documents/Mercury Fallen/Saves. Please attach save game file and send to info@mercuryfallen.com.
Features
New MedBay Floor
New Medi-Bed
Added Ailments which are contracted by various actions/events. Ailments that are job action specific are less likely, or won’t happen at all, at higher skill levels of a job. A colonist can have a maximum of 3 ailments at any time and can be removed by getting treated at the Medi-Bed. Some ailments expire naturally over time.
New notifications added when a colonist contracts an ailment
Smarts stat now increases job skill experience gain by 10% per level of Smarts
Added setting for Mouse rotation speed
Added several more Quirks
Work Speed now visible in Colonist stats
Move Speed now visible in Colonist stats
New Colonists button to main button bar to open management interface
New object selection sound effect
Changes
Default mouse rotation speed increased
Colonists will now stop current action to handle a critical need such as eating/sleeping if the current action can be interrupted. Not all actions are interruptible.
New colonist animation for Bio-Refiner interaction
Reduced speed of job level progression for some job roles
Increased resource requirements for some floors
Changes to how experience is gained when performing jobs. Job experience earned is better balanced between different types of jobs.
Changed work speed algorithm for better results at higher levels. Initial work speeds are now a bit slower.
Power/Water requirements for objects now shown in build window
Floor icon now shown in build window
Cloning Chamber now requires MedBay Floor
Cloning Chamber now requires separate Cloning data recovery
Increased data recovery times
Data Recovery window now shows time remaining
Improved performance of hunger attribute handling
Updated new game map colors
Fixes
Fixed colonist path movement to resolve the issue of colonists not reaching their destination when in Hyper speed.
Fixed issue with Hauling job not earning experience
Fixed floor geometry so that colonists and objects don’t stick through the floor slightly
Fix to sleep on floor action to stop colonists from sleeping inside objects
Object placement now correctly takes any interaction spots into account. This means that you can no longer place objects facing a wall or another object if it overlaps that interaction spot.
Fixed interaction spots not showing correctly on some objects
Updated colonist wander behavior to resolve colonists getting stuck in wandering action in some cases
Colonist now rotate to face a container they are interacting with
Fixed another instance of a wall corner showing the wrong wall material
Colonist will more immediately stop performing active job if it’s disabled in the job list
Colonist will now craft next available item in craft queue if first item isn’t craftable due to missing resources
Fixed issue with craft queue appearing out of order after removing and re-adding an item.
Fixed issue with colonist getting stuck if item is removed from a craft queue while attempting to craft that item
Fixed error that could occur during crop growth and harvesting
Features
Colonist info window now has tabs to better organize information. Colonist info window is sectioned into Info/Jobs/Stats.
Added new breakdown of colonist needs/attributes/quirks under stats tab
Added Quirks. Quirks permanently affect attributes of the colonists in different ways. Colonists can have both positive and negative quirks which are added when a colonist is created.
Some floor/objects affect colonist movement speed. Movement affect will show in info when selecting floor/objects.
Added Plant Pot decoration item. Select plant pot to choose what gets planted in it.
Colonist management screen now shows colonists needs/attributes.
Muscles attribute now affects colonists inventory carry capacity. Colonists that are carrying more than their capacity will walk slower. Colonists will not pick up more items than they can carry when hauling to storage, but bringing all the items to a construction project may result in a colonists carrying more than their capacity.
Camera now moves to focus on selected structures/colonists. If colonist selected the camera will track them as they move around. Right click/Escape to close info window will unlock object tracking.
Changes/Updates
Colonist energy need changed to Fatigue and increases similar to hunger. This was to have more consistency in attributes instead of hunger going up and energy going down.
Iron Ore changed to Hematite
Copper Ore changed to Azurite
Updated look for Hematite/Azurite
Removed O2 Generators. O2 generators in existing maps will still load, but still non functional.
Removed O2 from info bar at bottom of screen. In its place shows the current colonist count.
Eating time increased to be more reasonable.
Eating/Sleeping actions now trigger at a lower percentage.
Updated eating animations.
Updated item tooltips to show item description and type.
Fixes
Colonist hunger rate is stopped while sleeping so they won’t die of starvation while they sleep.
Updated attribute effect generation to reduce memory overhead and increase performance
Colonists prioritize eating higher quality meals over of raw food.
Fog Of War no longer offset by half a tile
Minor update to water shader for improved performance
Yes I see what you mean and something I've recently been thinking about. Having a period of time which is dedicated to sleep or down time basically. I'm currently working on colonist needs/attributes and their over all affects. I have been leaning towards the idea of simply having it set so that above a certain stress threshold they stop working and will attempt to do leisure activities. The update I'm working on right now is focused on more positive/negative effects related to needs/attributes.
Thanks for the feedback. The oxygen generation system is still being worked on and tied in to the game. At this point the plan is that oxygen generation will effect how many colonists you can maintain at a time. I have thought about some sort of day/night cycle, but given the core game is underground I'm not sure how that would tie in to game play. Thanks again!
Thanks for playing Mercury Fallen. Is this in the paid alpha or the pre-alpha demo? If this is the paid alpha version please ensure you are running the latest version 0.05. The version number shows at the bottom right in the main menu in game. If you are running the latest version then I'm not sure why you are experiencing this issue. You're sure that the game is not paused?
Thanks again and if the above was not helpful please provide any additional information about your issue.
That's a bad way to die. Poor colonist. I'm working on some improvements to action re-planning that should help to resolve these types of issues. At the moment they tend to get locked in to one action at a time without being able to re-plan for something critical... like not dying. You should have been able deconstruct the existing bio-refiner, which you would get the materials back from, and rebuild it again in the same spot. Thanks for the report.
Thanks for playing Mercury Fallen! Is this on Windows or Mac version of the game? I am not sure I understand the issue you are having. I have not experienced issues with mining as you have explained it.
- Try un-installing and re-installing the game using the Itch.IO app
- Ensure you're running the latest version 0.05. It shows on the bottom right of the main menu in the game.
Hope that helps and thanks again!
Updates
New management interface for managing colonist job roles. New interface additionally shows population information as well overall population percentage on core attributes. Toggle colonist management with ‘Tab’ key.
Can now rename your colonists in both the info window and new colonist management screen
Can now rename your facility in the new management screen.
Save game names use the facility name
Resource requirements increased for various buildable objects
Colonists sleep for longer periods. Sleeping on the floor is longer than sleeping in a bed.
Minor decrease to how long a colonist can go without sleep
Additional UI sounds
Minor UI text changes
Fixes
Colonist will no longer eat at a table that hasn’t been constructed yet
Fixed issue with starting stasis capsules facing structures
Colonists no longer show carried items when performing other actions such as sleeping
Fixed issue with some wall corners showing the wrong room material
Power/Water consumption on game HUD now correctly shows if you are over capacity
Selected object info window will now properly show when clicking an object for a second time after pressing escape to close the window