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Genre: Simulator, Strategy, Indie

Mercury Fallen

Farming & Harming Update

Howdy folks!

The Farming & Harming update is here! This update contains improved crop management, random events, new recipes, new research and more.

New Crop Mechanics




Crops now require seeds in order to be planted. Harvested crops will generate a seed, with a chance of additional seeds according to a colonist’s botanist level. POI locations to unlock crop discoveries will also provide the relevant seed for that crop.


The new Fertilizer Station is required to craft fertilizer. A new recipe for crafting bio-waste is also available.


The crop management interface has had a face lift and a new crop management section has been added to the in-game guide.


The crop bin is a new way to store seeds/produce.

Fish Management



The simple blue fish has been renamed and its artwork updated to better fit with the environment. The aquarium and fish tank have also been improved visually.

Fish now require fish food which can be crafted at the food processor. Fish food will be delivered by a biologist when the food amount runs low. If fish are left too long without food they will die.

Water Trap



Added a water trap that can slowly gather resources over time. The water trap requires bait and must be placed on water. Its speed is determined by the number of adjacent water tiles.

Events


An event system has been added which will trigger events such as cave-ins and crop disease as the game progresses.


Cave-ins will occur on tiles that are not in range of a structure support object such as a constructed or natural wall. Cave-ins can injure and possibly kill colonists.


Crop disease can occur on any crop field. Diseased crops should be cleared immediately to keep the disease from spreading to other nearby crop fields.

Additional Changes



Some crafting recipes now have configurable ingredients. New recipes for fish food, for example, can use any plant or protein items.


Notifications now appear in different colors to denote their severity. Critical notices will no longer automatically disappear and must be clicked with the right mouse button to be dismissed.


Decor from objects will no longer go through walls.

There are many features in the Farming & Harming update. Be sure to check the release notes below for the full list of additions, changes and fixes.

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Release Notes


Events

  • Added new random event system and various positive/negative events that can occur
  • Cave-ins can occur in open areas that are not within 5 tiles of a structural support. Natural and constructed walls provide structural support.
  • Crop disease can now occur on growing crops. Crop disease can spread to other adjacent crops. Diseased crops must be manually cleared.


Crops

  • Added Fertilizer Station and associated research
  • Added recipe for Bio-Waste at Fertilizer Station
  • Added crop harvest visual effect
  • Added Crop Bin storage object for storing seeds/crops
  • Added Crop Management section to game guide
  • Updated look of crop management interface
  • Crops now require seeds in order to be planted
  • Crop output now gains a +5% bonus per colonist level
  • Crop output now uses a loot table instead of a fixed inventory of output items
  • Harvested crops now provide a single crop seed with a chance of additional seeds based on colonist botanist level.


Fish

  • Updated look of Aquarium and Fish Tank
  • Updated look of fish management interface
  • Updated hover icon for Aquarium when no fish is selected
  • Blue fish has been renamed and artwork updated
  • Fish now require eggs to be added to the aquarium
  • Fish now require food. Food level appears on the aquarium info panel.
  • Fish will become hungry and eventually die if not fed.
  • Added fish flakes recipe to Food Processor
  • Fish food is delivered by a biologist when food level is low.
  • Fish output now gains a +5% bonus per colonist level
  • Fish output now uses a loot table instead of a fixed inventory of output items
  • Harvested fish will provide a single egg item with a chance of additional eggs based on colonist biologist level.


Misc

  • Added Water Trap object which can gather items from water. It’s effectiveness is based on the number of adjacent water tiles.
  • Added Bait item/recipe
  • Reduced storage amount in batteries
  • Reduced power output of coal generator
  • Certain craft recipes now have configurable ingredients when added/updated from the craft queue. Example: Steel can now use iron ingots or hematite
  • Due to recipe changes all crafting stations will have their craft queue cleared when loading a save game from update 23.
  • Added key bindings for activating and toggling build categories. Default key: ‘b’
  • Added key bindings for activating and toggling deconstruct mode. Default key: ‘,’
  • Added key bindings for activating and toggling harvest mode. Default key: ‘.’
  • Deconstruct and Harvest mode button windows now close when escape key is pressed
  • Job section in colonist info window now has a help button link to the jobs section of the guide
  • Job button tool-tip now always shows primary, secondary, tertiary text instead of only showing this when job slot is unassigned
  • Job Role selection window now applies job role when clicking the job instead of having to additionally click the apply button
  • Materials delivered to the surface can now be delivered via the elevator or shipping container. Colonists should use the closest available.
  • Construction Queue can now be closed by pressing escape key
  • Flora/Fauna expeditions now reward the relevant crop seed/egg
  • Objects in research description now have a more detailed tooltip
  • Item tooltips now show craft station it can be crafted at if there is a recipe for that item
  • Decor now affected by line of sight and won’t spread through walls
  • Minor change to the getting started guide verbiage
  • Various changes to research tree
  • Minor changes to how loot table results are calculated
  • Notices at top right now appear in different colors to denote Info, Warning, Positive and Critical.
  • Critical notices will not automatically disappear and must be manually dismissed by right clicking on it


Fixes

  • Fixed: Quitting to the main menu and then loading/starting a game causes various errors such as duplicate colonists.
  • Fixed: Several issues related to placing objects/selecting tiles near the edge of the map that could result in the game becoming unresponsive in some cases
  • Fixed: Drag selection/drag placement disappears when dragging past the edge of the map
  • Fixed: Robots not using closest available charge pad to recharge
  • Fixed: Some visual effects not being removed properly. This caused performance issues over extended play time.
  • Fixed: Missing language strings
  • Fixed: Colonist roster not working correctly on crop field, aeroponics, aquarium and algae farm
  • Fixed: Saved camera position not loading
  • Fixed: Coal generator not saving/loading refuel percent and disable refuel settings
  • Fixed: Vehicle Bay progress percent not showing correctly until progress updates
  • Fixed: Vehicle Auto Explore action stops near planet map edges
  • Fixed: Inventory math that could cause more items to be returned then expected from loot tables in some instances
  • Fixed: Biome scans not generating correct results in some cases
  • Fixed: Objects updating their visuals more than they needed to. Performance increase.

Update 24 Now Available On Test Build Branch

Howdy folks!

A huge thank you for all the feedback and bug reports on Update 24 Experimental branch. Update 24 is switching over to the Test Build branch for final testing and feedback before release.

Certainly let me know your thoughts on the additions/changes.

View the Steam Forum Discussion for more information/release notes:
https://steamcommunity.com/app/704510/discussions/3/2265815747956512670/


About Test Build Branch


The optional Test Build branch is for testing the latest features before they go live to everyone. As it is a testing version there can be more bugs/issues than in the normal version. If using the Test Build 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.

Experimental Branch Players


The experimental branch will continue to be updated to match the content on the Test Build branch. This means you don't have to switch from the experimental beta branch in order to check out the Test Build content.

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Experimental Branch Now Available

Howdy Folks!

The Farming & Harming update is now available on the Experimental Branch. If you're interested in helping to test and provide feedback on the latest content then be sure to check it out!

Update 24 Experimental Branch Information:
https://steamcommunity.com/app/704510/discussions/4/1869497660774094997/

What is the Experimental Branch and how do I access it?
https://steamcommunity.com/app/704510/discussions/4/1869497660774052612/

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Experimental Branch Coming

Howdy Folks!

Changes are coming to the content release process. The Test Build branch will continue, but a new Experimental branch will be added.

About The Test Build Branch


Before a major content update is pushed out on the main branch for everyone, it is released on the Test Build branch for final testing. The Test Build branch generally includes the majority of content that will be included in the final update. This content has been relatively finalized and internally tested, but is at a stage suitable for public testing to work out any major issues.

Experimental Branch


I will be setting up an experimental branch similar to other early access games . This branch, when available, will contain an upcoming content/patch release that is in an earlier stage of development. The experimental branch will be updated as content is added to the game. This version is intended for players that want to be part of the development process and want to provide feedback as content is added/changed during development.

A content update in development will be released to the experimental branch for feedback/testing as it continues to develop. Once the majority of content is ready, it will shift over to the Test Build branch for final testing. Once the update is considered stable it will be released to the main branch for everyone.

The experimental branch will generally have far more bugs, glitches and issues than the Test Build branch. Artwork and content may not be final. The experimental branch will continue to be updated as well to match the Test Build version.

Development Process



  1. Internal Development (No public content available at this stage)
  2. Experimental Branch (Public early testing/feedback stage)
  3. Test Build Branch (Public testing of final content)
  4. Update Release To Everyone
  5. These changes are currently scheduled to be implemented next week including an experimental version release. More information and a new Steam Forum section will be available at that time.


Additionally I hope everyone is staying safe out/in there during what is certainly a crazy time to be alive. Wishing everyone well.

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Dev Log #56

Howdy Folks!

A huge thanks for all the great feedback on Update 23. It’s great to hear what you enjoy and what you don’t. I’ve been hard at work tweaking some existing content, and creating the next content update, called the Farming & Harming update.

Farming


The crop management interface is getting a face-lift. The new design should make managing crops easier and more clear.



Crops will now require seeds in order to be planted. Seeds can be acquired from harvesting wild plants and planted crops. POI locations will now offer a plant discovery as well as some seeds so that you can start planting those new crops.

Crop yield is now affected by colonist botanist level. A higher level botanist is able to gather more out of the grown plant than an inexperienced botanist. While harvested crops guarantee that seed is returned, a higher level botanist will have a higher chance of getting multiple seeds that are needed to expand farms.

Crop growth speed is affected by fertilizer, delivered and applied by a botanist after a crop is planted. Fertilizer can be set after a crop is selected, and is consumed per growth cycle.

Additional objects/machines are being designed for fertilizer crafting and new storage options for seeds and crop items.

Crop withering and crop disease mechanics are also in development.

Harming


A feature that has been long requested and on my to-do list for even longer is finally coming. Random events, that are both positive and negative, are under development.

Some of the random events currently being developed for inclusion are cave ins, crop disease, colonist mood changes and more.



Cave ins can occur in areas that are not near structural support such as walls, natural walls or flooring. Flooring is currently considered structural to avoid cave-ins within your facility area. This may, however, change.

Colonists may be affected at random with either mood boosts or depression based on various factors.

Each type of random event requires several conditions in order for it to occur. Some events won’t start until a preset amount of days have passed. Events also have a reset time so that they don’t occur too often. I’ll be looking for feedback during the Test Build phase to help balance the frequency of these events.

Additional events will be added in future updates.

Balancing


Various tweaks to resources and production are in development to improve game progression.

The updated power system that was added in Update 23 is being tweaked so that batteries and coal generators are a bit less overpowered.

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Thanks again for all the great feedback. Let me know what you think of the content in development.

Patch Update 23.3

Howdy Folks!

Update 23.3 is a small patch update to address a couple of issues and add some minor additions. I've started development on the next content update and more information is coming in the next developer log. Thanks for all the great feedback!

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Release Notes



  • Updated vehicle passenger info
  • Updated icons for biome discoveries
  • Updated description of Damaged Wall
  • Fixed: Steam cloud save not working
  • Fixed: Doors facing the wrong direction after loading a saved game when doors are placed close together.
  • Fixed: Storage container pickup/drop off audio heard while loading save game
  • Fixed: Game unresponsive after loading saved game in certain situations

Update 23.2 Hot Fix

Howdy Folks!

An update 23.2 Hot Fix has just been released to resolve a rather critical issue with not being able to load saved games. Whoops. Thanks for the reports and my apologies for the inconvenience.

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Release Notes



  • Fixed: Unable to load saved game

Patch Update 23.2

Howdy Folks!

It’s patch time again. Patch update 23.2 includes a few fixes and some improvements. Thanks for the great feedback on Update 23. It’s always good to hear what you like and what you don’t. Development has started on the next content update and more information will be available in the next Developer Log.

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Release Notes



  • Added Cancel All button to bottom of construction queue
  • Added action information to object info windows. Action information will show if a colonist is coming to perform or currently performing an action on this object.
  • Vehicle auto explore will now actively find and go to un-scanned tiles in it’s vision range
  • Improved vehicle auto explore behavior. Auto exploration will now check several unexplored bordering tiles closest to the vehicle and go to a close tile that is also closest to the primary facility. This should reduce aimless wandering.
  • Fixed: Incorrect description on Fridge
  • Fixed: Job level does not increment in colonist info window when gaining enough experience for a new level without closing and reopening to the info window
  • Fixed: Game becomes unresponsive if selecting an object while it’s being deconstructed in certain situations
  • Fixed: Enable/Disable button showing on harvest-able crops
  • Fixed: Missing language strings

Patch Update 23.1

Howdy Folks!

Thanks for the amazing feedback on the New Beginnings Update. More content in development, but wanted to address a few reported issues.

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Release Notes



  • Expedition story positive/negative success chance based on attribute/job level is now capped to 25%
  • Expedition story success chance now gains a +5% bonus if colonist stress is %5 or less
  • Lowered athletics attribute requirement for a certain POI expedition
  • Expeditions in expedition list now show action description when moving
  • Improved vehicle auto explore logic. Auto exploration will now prefer exploring tiles closer to the facility first. Further improvements to this logic are being worked on.
  • Fixed: Research Points total not showing correctly on research screen after loading a save game in certain situations
  • Fixed: Expedition story actions success chance showing less than 1% chance if less than 10% chance
  • Fixed: Robot out of power icon shows near elevator when robot is on an expedition

New Beginnings

Howdy Folks!

I’m extremely excited to announce that Update 23 is now live! Update 23 brings many new changes and additions, such as an updated power system, new world generation, starting conditions and even brand new colonist models.

Colonists



Colonists have had a face, and body, lift: the update includes new colonist models, outfits and animations.

Colonist stress has been reworked and is now only affected by attribute effects instead of gradually increasing or decreasing based on decor. New stress attribute effects have been added that reflect the colonists current environment. More stress-related attribute effects will be added in future updates.



Colonists will now use benches and chairs when they have nothing else to do instead of only when their stress is high.

Starting Conditions



Some radical changes have been added to world generation which affect early game progression. When you start a new game (highly recommended), you will start with just stasis capsules, a robot and starting supply chest. The Getting Started tutorial has been updated to guide new and existing players.

Power Generation


The power system has been completely rewritten from the ground up to improve power delivery time and performance and to offer new mechanics. A solar panel is now available on the surface side facility which can be connected to via the elevator.



Batteries can now be constructed to store additional power.

The new power system was built to provide the foundation for more surface side content in future.

And More…


New naturally spawning plants have been added that can be harvested using the new harvest mechanic.



There have been many tweaks to gathered resource amounts, construction costs, research costs and more.

Check out the release notes below for the full list of additions, changes and fixes.

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Release Notes



World Generation



  • New world generation which changes starting conditions
  • Ore distribution is now more dense near starting location
  • Added naturally spawning underground plants which can be harvested using the new harvest plant action. Naturally spawning plants will spread slowly over time.
  • Mineral compound no longer acquired from mining dirt
  • Added stone which can be mined for mineral compound
  • New Starting Conditions
  • New game now starts with only stasis capsules and starting supply chest
  • Initial power generation comes from the surface side facility. Building an elevator will allow access to solar power.
  • Updated starting tutorial tasks
  • Starting supply chest contents changed


Colonists



  • Replaced male and female colonist models
  • Updated look of colonist outfit
  • Added new hair style for male and female colonists
  • Minor change to colonist skin colors
  • Female and male colonists now have separate animations
  • Updated existing colonist animations
  • New animation and particle effect for plant crop action
  • Robots now show out of power hover icon when needing to recharge
  • Colonists stress is now only the result of static effects applied to it instead of slowly going up/down based on decor + static effects. Expect more stress effects in future.
  • Added attribute effects that apply to stress based on decor around colonist. Attribute effects can be seen under the colonists stats tab
  • Colonists will no longer go sit down only when stressed out, but now have a random chance to go sit down if they don’t have anything else to do. Sitting down provides a new attribute effect that decreases stress for a bit.


Power System



  • Complete rewrite of the electric power system
  • Machines no longer consume power unless they are in operation
  • Surface side facility now generates power from built in solar panels. Surface power generation can be used in the facility via the elevator.
  • Added Small and Large Batteries for storing power
  • Added Battery Booster equipment, recipe, research and discovery
  • Added new research projects related to power generation and storage
  • Updated power generation section in game guide


Misc Changes



  • Surface Map now visible after constructing elevator
  • Map Table now only required to perform expeditions
  • Added keybinds for tilt camera up/down. Defaults to page up/page down.
  • Mine button renamed to Gather. Icon also changed
  • Damaged walls are now deconstructed and not mined
  • Added Harvest Plant selection under new Gather section
  • Assignable beds was accidentally added in a previous update without being fully integrated. Colonists will now sleep in an assigned bed and ignore a bed if it’s assigned to someone else. Colonists will sleep in an unassigned bed if they don’t have one assigned.
  • Raw storage container can now store fuel items
  • Starting tutorial tasks now show tooltip on hover instead of sliding open the task description
  • Reduced amount of resources acquired from some mineable objects
  • Updated various object descriptions
  • Updated some object construction requirements
  • Increased various research costs
  • Reduced button hover sound effect volume
  • Various code changes to support future content still in development


Fixes



  • Fixed: Object/Colonist portrait image showing outside icon area
  • Fixed: Constructed doors rotated the wrong way
  • Fixed: Load crash if robot assembly station is currently constructing a robot
  • Fixed: Light color picker clipped off screen
  • Fixed: Main menu not functional if unable to load mod config file
  • Fixed: Robot using recharge station before it’s finished being built
  • Fixed: Time of day resets to the beginning of the day when loading a saved game
  • Fixed: Expedition showing multiple times on expedition list after loading a saved game
  • Fixed: Colonist stuck on an expedition that doesn’t exist anymore in some instances
  • Fixed: Colonist info panel not showing when clicking a colonist portrait when the colonist is on an expedition