Alpha 0.05 :: Colonist Management
Another week and another update for Mercury Fallen. After the big fixes in the last update I wanted to focus back on new content. New in 0.05 is the colonist management screen and the ability to rename colonists.
Colonist Management
A highly requested feature has been the ability to better manage the job roles for the colonists. With the new management screen you can now manage all of your colonists from one place. The new interface can be accessed by pressing the ‘Tab’ which is rebind-able in the settings.
Rename Colonists
Change colonist job names in both the new management screen as well as the existing info panel.
Facility Renaming
Also available in the new management interface is the ability to rename your facility. The facility name will be used for save game names.
There are, of course, some additional minor changes and bug fixes. Take a look at the release notes below for the full list of changes.
Release Notes
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
Files
Get Mercury Fallen
Mercury Fallen
Sci-Fi Colony Management - Dig, Build and Explore
Status | Released |
Author | Nitrous Butterfly |
Genre | Simulation, Strategy, Survival |
Tags | 3D, colony, Crafting, Procedural Generation, Sci-fi |
Languages | English |
More posts
- Patch Update 1.16Jan 01, 2024
- Mercury Fallen 1.0 Now Live!Aug 22, 2023
- 3 Weeks Until 1.0!Aug 01, 2023
- 1.0 & BeyondJun 16, 2023
- Update 36.7Jun 13, 2023
- Update 36.6May 30, 2023
- Patch Update 36.5May 16, 2023
- Minor Update 36.3May 11, 2023
Comments
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Awesome, can't wait to try this update.
PS -- what are your thoughts on muting the sound when the game is "paused"?
Cheers!
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!
I guess I didn't think far enough before writing that post. Some details from me would have been nice. I think what I was meaning to say was when the game is paused, keep all the ambient sounds from machines running. But if I have 8 people mining or just making a lot of noise in general, that noise stays with you through the pause. ie. the building noise for example
So if that didn't make any sense, I will try to shorten it here.
If I pause the game, pause all the noises created by the people and robots.
...at the end of the day, I could always just wait for there to not be a lot of noise, then hit space bar
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.