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Manage a group of colonists as they attempt to survive underground on an alien world. Automated machine construction was sent ahead to create the Mercury facility, but something has gone wrong and your colonists awake to find the facility in ruin. Build structures, research new technologies and send out expeditions to the surface to ensure the survival of your new found home away from home. Mercury Fallen is heavily inspired by games such as Banished, Dungeon Keeper II and RimWorld. While there is no plan for combat, there will certainly be challenges your colonists will face.

Post news Report RSS Developer Log #41 :: Equipment

Covering the new attribute system, equipment items and vehicles coming in the next update.

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The next update is progressing very well and I wanted to cover some additional details of what to expect in Alpha 0.17.

Updated Attribute System

As mentioned in a previous developer log, I’ve been working on adding equipment that can be installed/equipped to affect colonists, machines and vehicles. This has taken a bit longer then expected, but the end result will offer a wide range of upgrade possibilities. Originally, equipment was planned for vehicles, but with improvements to some core systems, I’m able to add equipment items that can also affect vehicles, colonists and objects.

Some time ago, I created an attribute system for colonists. Attributes function as a container for a data value and effects. An effect object modifies the attribute data value, such as quirks, ailments and general positive/negative effects. Attributes were later tacked on to vehicles in a less than ideal way. Objects/machinery didn’t use attributes at all.

I have now revamped this system to allow colonists, vehicles and objects to use attributes in a more consistent manner. This means that equipment can target these attributes to allow for boosts to everything, instead of just vehicles.

Equipment Items

Many types of equipment will be made available in Alpha 0.17, with more planned for future updates. Objects, vehicles and colonists will now have equipment slots. Equipment items must be found, or crafted, and then installed. In the case of objects/machines, the equipment will be picked up and installed by a builder after it’s been assigned. Vehicle equipment will require that the vehicle is docked and, once assigned, will be installed by an engineer at the vehicle assembly station.

Equipment selection will only show available equipment for the selected target. For example, a Power Efficiency item can’t be equipped by a human colonist.

New Vehicles

Hover vehicles are being added which allow for traversal over water. These new vehicles will need some additional research and surface materials.

Alpha 0.17 is coming along very well and I hope to release it into the Test Build branch soon. A huge thanks for all the support and feedback!

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Website: Mercuryfallen.com
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