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Nitrous Butterfly

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A member registered 136 days ago · View creator page โ†’

Game

Recent community posts

"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? 

Good to hear. Save files received and being reviewed. Thanks!

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.  

@moosc Thanks for the report and for playing the game. This is certainly strange. Are you unable to place the table on the recreation floor even on a 4x4 floor size? Also is this in the demo or 0.07 alpha? Thanks again!

Thanks! :)

(Edited 1 time)

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 wonโ€™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 donโ€™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 itโ€™s disabled in the job list

  • Colonist will now craft next available item in craft queue if first item isnโ€™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

When you deconstruct a storage container the contents gets dumped on the ground. Items are not lost when deconstructing. I do have plans for item filters for storage containers. Thanks for the feedback. :)

(Edited 1 time)

I plan to have the next update out next week which will include the new MedBay/Medi-Bed and Ailments. Lots of other stuff in there as well. ;)

(Edited 1 time)

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 wonโ€™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

Absolutely. Games are often only as good as the feedback from players and testers. I'm very open to bug reports and ideas/suggestions/random thoughts. Feel free to leave any comments/bugs/suggestions in the forums or contact me directly at info@mercuryfallen.com. Thanks!

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! Mercury Fallen has been in development for just over a year now. I certainly don't plan to give up on it now. There is still a lot to do and look forward to with the game.

Bugs? That's can't happen. :) Keep those bug reports coming and I'll do my best to get them fixed up. 

If you can, please send a log file after you have experienced this issue and closed the game without re-opening. I'm not sure why the game is freezing up for you and the log file may provide some clues. Follow the below instructions for sending a log file.

https://itch.io/t/126210/how-to-send-a-log-file

Every time you run the game a log file is generated that includes various information about how the game ran. This log file can be very useful for tracking down issues/bugs. It doesn't tell me everything, but may help narrow down certain issues.  

The below instructions are for the Itch.IO app.

Make sure to send the log after you experience the issue and have closed the game. The log file resets every time the game is opened.

Windows Log File Location

1. In the Itch.IO select Mercury Fallen and then click Show local files 

2. Open the MercuryFallen_Data folder

3.  The log file is called "output_log.txt". You may or may not see the .txt depending on your windows settings.


Sending The Log File

Once the log file is located simply attach it in an email and send to info@mercuryfallen.com. Include in your email a description of the problem you are experiencing.

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 the clarification. I think I generally understood what you meant and was thinking the same way. Muting/minimizing some some primary audio, but not the ambient noises. Thanks again for the suggestion.

(Edited 2 times)

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. 

  1. Try un-installing and re-installing the game using the Itch.IO app
  2. 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!

Thanks for the feedback. Not sure about muting the sound entirely when paused, but perhaps mute if game menu is open. Definitely something to think about. 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 โ€˜Tabโ€™ 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 hasnโ€™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

Great feedback. On the to-do list. 

Excellent. Thanks for the screenshot. I can see what the issue is now and will add it to the fix list.

(Edited 1 time)

Thanks for the feedback. 

"inhabitants tend to sit on chairs of blueprint dining tables."

Whoops. Easy fix and apparent oversight. This will be fixed in the next version

"Some walls do not render their edges correctly."

Is the wall side not matching the room correctly or does this appear to be a rendering glitch? Could you provide a screenshot?

Thanks again!

(Edited 1 time)

You're most welcome and you're absolutely correct.  Thanks for the response and I'm always open to suggestions/feedback.

Thanks for the feedback and you're right on track. I definitely plan on more with cloning in regards to resource requirements as well as more options/control/limits over clone output. Surface expeditions is something I've planned from the beginning, but will take some time to get there. Alien interaction is definitely on the to-do list. Thanks again for the feedback and I'm always open to new ideas and suggestions. :)

Thanks for checking out my game. I do plan to bring Mercury Fallen to Steam once the game is further developed. Itch.IO is a great starting point to build the game and an audience and as it continues to grow I will be transitioning to additional platforms. Thanks again.

That is strange indeed then. Just tested in the latest version and here is a screenshot of placing the table in a 4x5 recreation room. The 4x5 space below is the floor tiles and does not include the walls.

Strange indeed. Is this in the pre-alpha demo or the paid alpha version? If it is the paid alpha version are you using the latest version 0.04b. The version number shows on the main menu at the bottom right. 

Thanks for playing Mercury Fallen.  How big is the recreation floor area? It should fit in a 2x2 space, but 3x3 is recommended.

Updates

  • New path finding system to improve overall performance

  • Robot starting age adjusted

  • Reduced the amount of scattered stasis capsules and damaged robots on new maps

  • Colonists should walk a bit more directly to a work position

Fixes

  • Additional fixes to resolve issues with colonist getting stuck while hauling items

  • Minor UI optimizations to improve performance

  • Colonists should no longer get stuck in beds

  • Colonists should walk through closed doors less frequently

  • Mining/deconstruction tool canceled when clicking a build category

  • Mining/deconstruction tool canceled when clicking global storage

  • Placing a new object no longer opens the info window for the floor below it

  • Colonists stuck in walls should automatically get unstuck.

  • Colonist will stop data recovery if computer station loses power or is disabled

Absolutely. I'm currently working on a new update which should greatly improve game performance. I've completely ripped out and replaced the path finding engine which shows a lot of improvement so far in testing. I'm hoping for the update to be out sometime later today. After that it's back to content updates and high on the list is colonist renaming. :)

Thanks for the suggestion. Added to game description. The game is still undergoing performance optimizations as it is in early access, but the listed specs are the intended minimum for the game.

Thanks again.

I would certainly like to see that happen. Right now I'm working towards a Mac version. After that I'll be working towards a Linux version, but will need to bring on some Linux testers. I have no estimate on when a Linux version will be available at this time, but it's definitely something I would like to support.

Updates

  • Hemp now only produce 12 units when harvesting

  • Potatoes now only produce 8 units when harvesting

  • Inventory capacity meter shows current and max items

  • Inventory capacity meter colored relative to capacity.

  • Added second destroy button on bottom button bar for removing flooring.

  • Added clear crop button to crop fields to remove currently growing crop so that a different crop can be chosen.

  • Clone Chamber cloning time increased

Fixes

  • Fixed issue with colonists getting stuck if trying to get item on floor that is in a wall

  • Improved performance when selecting many tiles for mining

  • Improved performance when many structures/floors are in process of being built

  • Improved performance with several running crop fields

  • Improved performance when using many power generators

  • Computer station should now receive power correctly

  • Colonist will stop mining if target is deselected

  • Colonist will stop and re-plan if the item they want to haul to storage was picked up by someone else

  • Fixed issue where drop off item action would result in colonists walking through walls to restart their route if storage container became full

  • Fixed issue with colonists getting stuck if trying to drop off items into a full storage container.

  • Steel ingots no longer show as craftable without metallurgy data recovery

  • Coal/Iron/Copper ground now shows tooltip info

  • Fixed issue with mining laser sound effect volume

  • Updated post processing scripts for increased performance as well as better visual effects.

  • Colonist count now goes down when a colonist dies and is removed.

There are plans for a Steam release. I do not have a current timeline of exactly when that will happen, but I do plan to bring the game to Steam as well as GOG.com once it's further along. I also will be setting up migration keys so that users who have purchased the game on Itch.IO can get a key for the steam version when it becomes available.