Hope everyone had a great holiday and an awesome new year so far. So far my year is off to a good start and I’ve got a lot of things planned for Mercury Fallen. Below I’ll go over the short term and long term plans for Mercury Fallen.
Removing Test Build Branch
Larger content releases have traditionally started in the experimental branch for initial feedback and then transitioned over to the Test Build branch for final testing before being released for everyone on the main branch. I’ve generally found that most of the feedback and bug fixing tends to come from the experimental branch. Having the two steps of testing hasn’t been largely beneficial, so for future updates I’ll no long be using the Test Build branch.
The Experimental Branch will continue to be used for new content that requires feedback and testing. Once ready updates will go from the Experimental Branch directly to the main branch for everyone.
Update 31.3
A smaller content update will be available on the experimental branch within the next couple of days. This update will focus on some bug fixes, but will also include some tweaks and game balance changes.
Energized Update Feedback Survey
It’s survey time again! If you have a couple of minutes your feedback would be most appreciated.
The above roadmap outlines the next three content updates. While this is the intended order of updates, I don’t have a specific timeline of when they will become available. I will say that a lot of the content for the Phone Home update has already been developed.
While these outline the primary content in each update, there will be additional tweaks and changes in each update as well. I’ll have more information regarding the next update in the next developer log.
Let me know what you think of the upcoming updates and thanks for all the great feedback and support!
Last call for Prime Resurgence, Tenno! If you missed out on any of Varzia’s Prime offerings during the first four weeks of the event, you now have one final week left to earn or instantly unlock them.
Varzia’s offerings from Rotations 1 - 4 include:
ROTATION 1: MAG PRIME AND NOVA PRIME
Dakra Prime
Boar Prime
Soma Prime
Vasto Prime
Targis Prime Armor
Distilling Extractor Prime & Blueprint
Edo Prime Armor
Velorum Prime Sigil
ROTATION 2: LIMBO PRIME AND TRINITY PRIME
Pyrana Prime
Destreza Prime
Dual Kamas Prime
Oblivia Prime Syandana
Rift Walker Prime Sigil
Kavasa Prime Kubrow Set
Naviga Prime Sugatra
ROTATION 3: MESA PRIME AND HYDROID PRIME
Nami Skyla Prime
Ballistica Prime
Akjagara Prime
Redeemer Prime
Spritsail Prime Armor
Sardin Prime Sugatra
Mesa Prime Montesa Helmet
Operator Prime Accessories
Cholla Prime Sugatra
ROTATION 4: VOLT PRIME AND LOKI PRIME
Odonata Prime
Bo Prime
Wyrm Prime
Edo Prime Armor
Kazeru Prime Sugatra
Summus Prime Sentinel Accessories
Daman Prime Sugatra
You can now also unleash overwhelming physical strength and psychic devastation by summoning the latest additions to the Prime Resurgence lineup!
Steeled for battle, Rhino Prime punches through the enemy with the Ankyros Prime gauntlets and Boltor Prime rifle. Dress for the ultimate victory stampede in the Noru Prime Syandana and claim additional Resources with the Distilling Extractor Prime plus reusable blueprint.
Step behind your enemies’ eyes with Nyx Prime and create maximum chaos with the Scindo Prime war axe and Hikou Prime throwing stars. The regal-looking Targis Prime Armor Set and Vala Prime Sugatra add a dash of majesty to any Loadout.
Act quickly - the vault of history won’t be open for much longer. Earn or instantly unlock the Primes you need from Rotations 1 to 4 before they disappear on January 18, and don’t miss out on Rotations 5 to 8, available from January 18 to January 25.
The big Launch Day is here! Curses of Tarot, the poker and tarot themed card swapping game, is NOW available, and at a 15% discount for a limited time! Interested, traveler? Check out the new launch trailer and challenge your friends on the leaderboards!
I have managed to get my graphics card setup up and running again, and with that I'm trying to get the ball rolling on a possible concept for a sequel. While CARNAL will still be improved and updated, being the more important focus for me on Steam, I am curious if anyone is interested in an expanded and more advanced sequel. This is probably not the best way or place to do this but what the heck ¯\_(ツ)_/¯
I have opened a post in the discussion threads if anyone is interested in sharing ideas, concepts and just stuff you'd like to see in an early 2000's style game, and you can use those ideas and suggestions in your own projects as well. Here is a link to that thread: https://steamcommunity.com/app/1586290/discussions/0/3191363272397898695/ Feel free to use that or if you want you can answer here. Some of you guys have already given very good advice for which I am grateful ːsteamthumbsupː
Suggestions
Of these following images, which graphical style do you think would fit with a hypothetical CARNAL 2? Please note that these are quick scenes for demonstration purposes.
Realistic vs Stylized Character Rendering Realistic Stylized Realistic Stylized
Early vs Mid 2000's Rendering Early Mid
Roundup
This is mostly an exercise in ideas, as I want to start experimenting with stuff that could lead to a sequel of sorts, but I really want to know what you guys are interested in seeing. That being said nothing is set in stone, and who knows what tomorrow brings. Thanks for checking this out if you did! Again the discussion thread is here: https://steamcommunity.com/app/1586290/discussions/0/3191363272397898695/
After introducing the new UI we got a lot of feedback that you guys miss the old colors. The last patch brought back the option to change your in-game colors. Today's patch builds upon these changes and takes them a step further. It is now possible to change the UI colors of the entire game. We hope you like these changes!
Also we fixed a bug that caused round timers to be reset to 60s every time. Thanks to all of you who reported this bug to us, sorry for the inconvenience!
As always, we encourage every one of you to give us feedback or opinions about the game on our Discord or on Twitter!
Patch Notes
Added full customizeable UI colors
Added premium hint to UI colors
Bugfixes
Fixed all game modes could be deselected in play menu
Fixed session settings where not game mode dependant
Fixed non cropped thumbnails could be used in word package editor
Fixed thumbnails with incorrect file size could be used in word package editor
Fixed streaming game modes were not shown correctly
- Lava boating fix - added setting to toggle controller vibrations - Players can also press the Backspace key on the keyboard to port back to base - collision fixes on various world elements
We are working on a simple button remapping system for users who don't know or like Steam Input, which will also include left handed options. Also a solution for any strange pickup offsets some items have across the different devices.
- A weapon re-balancing took place. Weapons were re-arranged and some of them changed in nature to cover wider gameplay needs and satisfy more play styles in multiplayer mode. - Bosses that were exceptionally dangerous early on have been properly weakened in their fire rate and every individual bolt speed so as to be much more forgiving than before. - A game over crash that occurred on certain machines was discovered and hopefully fixed.
The waters of Storm Point may look clear, but the Legends know that danger lies within. Channel the might of the seas in the Dark Depths Event! Duke it out on the new Habitat Arenas map. Leviathans have survived there for decades: how long will you last? Grab new limited-time skins for Ash, Horizon, Lifeline and Fuse, and complete daily and weekly challenges to earn more rewards inspired by myths and legends of the deep.
I have replaced all capsule collision for the trees in the game with box collisions. This is due to the player getting stuck against trees in certain high fps systems. Hopefully fixes it! Should not be noticable for the majority of players.
Has made going on top of the mounds in Ravenfen a bit easier with better collision.
Added both a health and arrow pickup near the door in Nokkpond hiding the Goat lever. Made the switch material be animated for the door in Nokkpond for better visibility.
Further reduced the amount of souls required for the two last gates.