TFM: The First Men - Gathering Tree
Salutations, descendants of the first men! ːlettuceː This week's update includes the highly requested floating texts for the resource and point accumulations and expenses, as well as resolution and window settings.



Changelog

Total number of additions implemented this week: 25 ːhappyhfː
Changes made in response to community input and assistance are 60% and marked with ːhappyheartː

ːhappyheartː [Content] New archetype for Gatherer: Wildberry Gatherer. Gatherers now gather plainshrooms and planted crops by default.
ːhappyheartː [Content] Lindaris now starts with a Deer pack that drop Game Meat and Light Hide. Females also reproduce.
ːhappyheartː [Content] 2 new alerts: Available shop, No adventurers.
ːhappyhfː [Content] New consumable: Healing Berries. Consumed to restore Endurance.
ːhappyhfː [Content] Revised tooltip descriptions for passion and archetype traits.
ːhappyhfː [Content] New item: Scout's Bow.
ːhappyhfː [Content] New skills: Focused Shot, Net Shot.
ːhappyheartː [Balance] Renamed "Sauteed Plainshroom" consumable to "Plainshroom Surprise". It now grants 50 PP and has a higher cost.
ːhappyheartː [Balance] All "smoked... meat" consumables have been renamed "smoked... feast". They now award 40 PP rather than 6, and their costs have increased.
ːhappyheartː [Balance] Arcadia's wraiths have been renamed "Lost Soul," and they now have a stacking trait that strengthens them infinitely with each Sun.
ːhappyheartː [Balance] Lindaris now starts with 6 characters and they all have randomly generated names.
ːhappyhfː [Balance] Endurable now grants 3 Endurance per stack instead of 4.
ːhappyheartː [UI/UX] Windowed, Fullscreen Window, and Exclusive Fullscreen choices are now available, as well as window size settings. Windowed mode can be resized by hovering the mouse over the bottom, right, or corner of a window and dragging the double-headed arrow.
ːhappyheartː [UI/UX] Implemented a new floating text UI feedback for the Stockpile which displays incoming and outgoing resources.
ːhappyheartː [UI/UX] Character panel now has a sorting function.
ːhappyheartː [UI/UX] The slider at the options now allows you to resize the entire user interface.
ːhappyheartː [Bugfix] Fixed Fully Developed Infant's path point bonus.
ːhappyheartː [Bugfix] The weight modifier that prevented Entertainers with Bard from generating Funny Material has been removed.
ːhappyhfː [Bugfix] Fixed method for calculating the total stat value and modifiers. Stat tooltips now include multiplier modifiers.
ːhappyhfː [Bugfix] Issues with stat modifier calculation have been resolved.
ːhappyhfː [Bugfix] Issues with trait trigger tooltip headers for multiple effect outputs have been resolved.
ːhappyhfː [Bugfix] The trait stack count of the 'Sand' item has been fixed.
ːhappyhfː [Bugfix] Character stat percentage modifier representation in trait tooltips has been fixed. For 'Intensity' stack type traits, the values of percentage type modifiers are now shown multiplied by stack count.
ːhappyheartː [Internal] Started the implementation of the new campaign map and a new dungeon event we call “The Cursed Chest”.
ːhappyheartː [Internal] Started the implementation of Tutorial Alerts. This new feature will use our Alert system and Learn panel to teach game features and aspects.



We hope you like this update and have a wonderful holiday season, and we hope to see you in the new year with even more exciting content and updates! ːreexcitedː

TFM: The First Men - Gathering Tree
We're here with another fresh weekly update, offspring of the first men! Instead of #FeatureFriday, we wanted to get these new improvements out there before the Winter Sale started. TFM is also participating in the sale with a 20% discount. ːreexcitedː


Changelog

Total number of additions implemented this week: 34 ːhappyhfː
Changes made in response to community input and assistance is 53% and marked with ːhappyheartː

ːhappyhfː [Content] Water Well now has a progressive visual and sound effect when triggered.
ːhappyheartː [Balance] Increased the gathering time for all crops from 30 to 60 moons.
ːhappyheartː [Balance] Renamed several artisan activities to hint at "practicing" to produce industry while not crafting anything.
ːhappyheartː [Balance] Lindaris waves are now receiving Endurance bonuses progressively, and the period between waves has decreased (also gradually).
ːhappyhfː [Balance] "Strong Chamomile Tea" now has a Honeycomb cost.
ːhappyhfː [Balance] Serfs and mercenaries are now checked for in the "Character has no passion" alert.
ːhappyhfː [Balance] The progress interval of the Grassland Tree has been set to 15.
ːhappyhfː [Balance] Shovels, pickaxes, hatchets, and sickles now have additional passion requirements.
ːhappyhfː [Balance] Melee Dummy Training is now a configurable decision.
ːhappyhfː [Balance] Reduced industry gain from various activities such as woodcutting, carpentry practice, mining, etc.
ːhappyhfː [Balance] Infant nursing activity weights have significantly been reduced now that we can toggle jobs. It used to interfere with Fatal removal activity weights, causing maids to amass fatals in an uncontrollable manner.
ːhappyhfː [Balance] "Infants don't have Caretakers" alert now hints at "adult" males instead of just "males."
ːhappyhfː [Balance] "Rocksplitter needs pickaxe" now checks for the Copper Pickaxe and removes itself if one is present.
ːhappyhfː [Balance] Domesticated animals require to be fed every 4 suns instead of 2.
ːhappyhfː [Balance] The transition from Infant to Child now only grants enough Path Points to level up once.
ːhappyhfː [Balance] The Moira and Soul modifiers of the "Charitable" personality have been increased.
ːhappyheartː [UI/UX] The number of traits the characters have in the settlement is now being displayed in the tooltips.
ːhappyheartː [UI/UX] Prerequisite checking in the character inventory window has been improved. Character selection buttons now provide an indicator on the stockpile panel if the chosen item is usable by that character.
ːhappyheartː [UI/UX] Implemented a character selection button for the stockpile panel.
ːhappyheartː [UI/UX] Search functionality has been added to the stockpile panel.
ːhappyheartː [UI/UX] Fog opacity in the discovered area was decreased.
ːhappyheartː [UI/UX] Keeping the crafts panel filter if a craft is selected after the filter is applied makes it easier to see the filtered results after reopening the crafts panel.
ːhappyheartː [UI/UX] The interaction point instance facing direction is now displayed on the ground.
ːhappyheartː [UI/UX] The count of passion traits in entity tooltip lines has been included.
ːhappyhfː [UI/UX] A tooltip for the stockpile character indicator has been added.
ːhappyhfː [UI/UX] Several new skill icons have been added.
ːhappyheartː [Bugfix] Fix for a prerequisite listener problem caused by a previous bugfix.
ːhappyheartː [Bugfix] Character name color change algorithm has been refactored based on the character's current path point and path level.
ːhappyheartː [Bugfix] Fixed an issue where alert tooltips remained on the screen after the alert was dismissed.
ːhappyheartː [Bugfix] Fixed a bug with available craft checks after choosing a path and paying its costs.
ːhappyheartː [Bugfix] The game session timer that appears on the pause menu is now functioning correctly.
ːhappyheartː [Bugfix] Character craft counts have been fixed in the crafts panel.
ːhappyheartː [Bugfix] The issue with bound items not being updated on equipment slots has been fixed.
ːhappyhfː [Internal] A new save structure was implemented to avoid further issues with saves during the updates.




We appreciate everyone who is taking part in Early Access and helping us improve TFM. See you all next week!
TFM: The First Men - Gathering Tree
Hello everyone, here is a minor update for the Discord bug reporting topic: we’ve found a fix for the problem that causes saves to become unplayable because the crafts panel miscommunicated with the characters.

Your saved files should work after this update if you've encountered this problem.

Thanks to everyone participating in the Early Access and helping us make TFM a better game!

Changelog

ːhappyheartː [Bugfix] Fixed a bug where merchants would show every settlement member in its Alert tooltip.
ːhappyheartː [Bugfix] Fixes save file names that contain an invalid character.
ːhappyheartː [Bugfix] Fixed an error on seen craft paths loaded from save files, resulting in the game getting stuck.
ːhappyheartː [Bugfix] Fixed an issue where characters couldn't perform Brickmolding Pit's worktime activity.
ːhappyheartː [Balance] Stone Road now requires Stonemasonry construction.

See you in four days for further additions and updates, have a wonderful week! ːreexcitedː
TFM: The First Men - Gathering Tree
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːreexcitedː

Two of the most often requested improvements are included in today's update: path point accumulation and controlling character jobs by turning a passion on and off.



Changelog

Total number of additions implemented this week: 38 ːhappyhfː
Changes made in response to community input and assistance is 57% and marked with ːhappyheartː

ːhappyhfː [Caution!] The game save version has been updated.
To play previous versions, you must opt into Steam's Beta branch. Here’s how to do it:
1. Open your Steam library
2. Right-click on TFM: The First Men
3. Select Properties
4. Go to the BETAS tab
5. Choose your desired version from the drop-down list
6. Wait for the game to update the files
7. Launch the game
Repeat the steps above, but choose "None" from the drop-down list in step 5 to revert to the standard version.
ːhappyheartː [Feature] By simply turning the associated passion on and off, the player can select which activity each character can engage in using the characters panel.
ːhappyheartː [Feature] Instead of a constant of 100, path points are now determined by a formula. With more playtesting and balance in the following days, this feature will address the issue where characters in their late adulthood expected the player to frequently choose paths.
ːhappyhfː [Content] New Alerts: Rocksplitter needs pickaxe, Claydigger needs shovel, Woodcutter needs hatchet, Gatherer needs sickle, Fisher needs rod, Character with passion is idle.
ːhappyheartː [Content] Reintroduced the old "Bier" for all faith clerics. They can Craft a Bier, carry the dead settler there, have people pray for the deceased, and collect the body to craft a "Settler's Grave" for it.
ːhappyheartː [Balance] Following items are now automated crafts since we can now toggle passion activities: Water, Timber, Stone Block, and Brick.
ːhappyheartː [Balance] The following constructions are now required for Copper Miner to unlock (before any construction in the settlement would do so): Brickmolding Pit, Carpentry Workshop, and Stonemason’s Workshop.
ːhappyheartː [Balance] Increased all Sheet craft stacks to 2 from 1.
ːhappyheartː [Balance] Increased Cotton Sheets' cost to 3 Cotton from 2.
ːhappyheartː [Balance] Increased Funny Material's craft stack to 2 from 1.
ːhappyhfː [Balance] Wraith mobs from Arcadia's "Caverns of Trial" now respawn every Sun.
ːhappyhfː [Balance] Reduced Animal Feeding time significantly.
ːhappyheartː [Balance] Water is now a Resource instead of a Need. It no longer removes the Fatal Body.
ːhappyheartː [Balance] Bonfire now costs Firewood.
ːhappyheartː [Balance] Reduced Firewood craft stack to 1 and made its cost 6 Tree Trunks.
ːhappyhfː [Balance] Construction cost overhaul; increased all construction resource costs by at least 75%.
ːhappyhfː [Balance] Lindaris' portal spawn characters now each drop 3 random resources on death
ːhappyheartː [Balance] Removed the Collector passion from the game and everything that relates and hints to it. Woodcutter, Rocksplitter, Claydigger, and all Miner traits are now Passion instead of an archetype.
ːhappyhfː [Balance] Added two additional starting Gathering Fruits to all maps.
ːhappyhfː [Balance] Reduced "low need" alert threshold to 5 from 10.
ːhappyhfː [Balance] Warcrafter archetypes (axecrafter, swordcrafter, and so on) are now perks.
ːhappyheartː [Balance] Entertainers now automatically craft Funny Materials after testing new jokes on the platform; it is no longer a manual craft.
ːhappyhfː [UI/UX] More tooltip improvements to display additional trait triggers.
ːhappyheartː [UI/UX] Characters panel now displays characters' age, faith, and element traits.
ːhappyheartː [UI/UX] Visual enhancements to the character panel. The background of trait slots now has an empty icon.
ːhappyheartː [UI/UX] Craft panels now provide a search-by-name option.
ːhappyheartː [UI/UX] Main menu items were made resizable for future UI scaling.
ːhappyheartː [UI/UX] Colorized alert keywords associated with the five primary stats.
ːhappyheartː [UI/UX] Everything in the crafts panel is displayed along with a count of how many of each object the player settlement owns.
ːhappyhfː [UI/UX] A new notification alert is displayed when the player settlement cannot afford a crafting attempt.
ːhappyhfː [Bugfix] Fixed an issue where an already displayed craft path was displayed as new after loading a save file.
ːhappyhfː [Bugfix] Bathing activity prefabs were given additional control to prevent water particle fx from spawning in the incorrect location.
ːhappyheartː [Bugfix] Merged Nursery for Nursemaids and Caretakers (no longer 2 Nurseries in Crafts)
ːhappyheartː [Bugfix] Fixed an issue where the character panel displays the wrong trait icons.
ːhappyhfː [Bugfix] Fixed an issue where alert prerequisites are only checked once.
ːhappyheartː [Bugfix] An obsolete weight modifier that prevented Gatherers from gathering Plainshroom if the character possessed Watercarrier has been removed.
ːhappyhfː [Bugfix] Saving and loading are now working correctly for characters with disabled traits.
ːhappyhfː [Bugfix] Stepping Rock now has a display name, and its tooltip reveals it correctly.
ːhappyhfː [Internal] Characters can now acquire effect outputs by right-clicking on constructions. This will be used to test a new system where characters can choose their jobs by right-clicking on specific constructions.

We will continue working on enhancing the onboarding phases of TFM next week.

Wishing you all a great weekend. See you next Friday!
TFM: The First Men - Gathering Tree
Salutations, descendants of the first men! ːlettuceː This week's #FeatureFriday update includes the highly requested ALERTS system!



Changelog

Total number of additions implemented this week: 28 ːhappyhfː
Changes made in response to community input and assistance is 25% and marked with ːhappyheartː

ːhappyheartː [Feature] New alert system. ːreimpressedː The majority of situations that require your attention now generate an alert in the top right corner of the screen. Hovering your mouse over an event will offer you more detailed information, and clicking the alert will move your camera to the corresponding place.
ːhappyheartː [Content] New Alerts; A character has no passion, No green needs in the stockpile, No blue needs in the stockpile, No red needs in the stockpile, No white needs in the stockpile, No black needs in the stockpile, A character with critical Body, A character with critical Mind, A character with critical Heart, A character with critical Soul, A character with critical Self, A character in combat, A character is sick, A character is injured, No Nursemaids, Nursemaid without Nursery, Nursery without Nursery Beds, Woodcutter without Woodcutter's Hut, Claydigger without Claydigger's Pit, Rocksplitter without Rocksplitter's Hut, Gatherer without Gatherer's Hut, Hunter without Hunter's Tent, Aspiring Adventurer without Training Dummy, Artisan without Crafting Table, Low Tree Trunk, Low Clay, Low Chunk of Rock, Infants don't have Caretakers, A character with multiple Fatal Bodies, A character with multiple Fatal Minds, A character with multiple Fatal Hearts, A character with multiple Fatal Souls, A character with multiple Fatal Self, Low green needs in the stockpile, Low blue needs in the stockpile, Low red needs in the stockpile, Low white needs in the stockpile, Low black needs in the stockpile, Resource merchant in the settlement, Needs merchant in the settlement, Bindable merchant in the settlement, Consumable merchant in the settlement, A character is ready to choose a Path, No water for baths, No firewood for baths, Hunter needs a weapon, Gathering Fruit, The generation gap is growing, No Impregnation Salves.
ːhappyheartː [Content] Arcadia campaign now has a new small dungeon called Caverns of Trial.
ːhappyhfː [Content] New resources; Fiber Sheets, Linen Sheets, Cotton Sheets, Bathing Supplies, and Funny Materials.
ːhappyhfː [Content] Characters now consume Sheets from Stockpile before lying down to sleep in Shelters (Fiber Sheets, crafted by Artisans), Huts (Linen Sheets, Crafted by Tailors), and Houses (Cotton Sheets, Crafted by Tailors).
ːhappyheartː [UI/UX] Aligned feedback and learn panels to the middle of the screen.
ːhappyheartː [UI/UX] The stack counts for the traits are now displayed in the tooltips.
ːhappyheartː [UI/UX] Updated effect output tooltip sentences to make them easier to read.
ːhappyhfː [UI/UX] New icons for resource, need, consumable and bindable items.
ːhappyhfː [UI/UX] New icons for targeting types and attack, defense, utility, and instant tooltips.
ːhappyhfː [UI/UX] New icons for skill range, skill cast duration, and skill cooldown tooltips.
ːhappyhfː [UI/UX] Removed rarity from skill tooltips.
ːhappyhfː [UI/UX] Skill tooltips now show the correct effect area information.
ːhappyhfː [UI/UX] Updated Fatal Mind's description to hint at sheets.
ːhappyhfː [UI/UX] Updated constructions with sleeping spots to hint at sheets.
ːhappyhfː [UI/UX] Trait trigger types are now being displayed as icons on tooltips.
ːhappyheartː [Balance] Domesticating animals no longer require the storage of feeding resources (such as seed and wheat), but feeding them is still necessary after they have been domesticated.
ːhappyhfː [Balance] New item drop randomizers for traits and loots. Dungeon crate/sack/chest loots now also drop resources, consumables, etc.
ːhappyhfː [Balance] Firewood is now a Red resource.
ːhappyhfː [Balance] Replaced craftables with Firewood cost to Tree Trunk.
ːhappyhfː [Balance] Baths now require Bathing Supplies (crafted by Watercarriers) to be utilized instead of Firewood and Water.
ːhappyhfː [Balance] Arcadia, Lindaris, and Memoria now start with 0 Need items in the stockpile.
ːhappyhfː [Balance] Shelters are now craftable by Artisans instead of Woodcutters, Rocksplitters, and Claydiggers.
ːhappyhfː [Balance] Entertainers no longer carve dirty jokes on the ground. Their default worktime is to try out jokes, and they can craft Funny Materials (black need items) for other settlers to use to cleanse Fatal Self.
ːhappyhfː [Balance] All cigarettes can now be crafted by Growers.
ːhappyhfː [Balance] Communal Shelters now require a Crafting Table instead of old Collector constructions.
ːhappyhfː [Balance] Fixed an issue where trait prerequisite checks prevented trait changes on characters on the map editor.
ːhappyhfː [Internal] Added StockpileItemCategoryStackThreshold prerequisite.

We will continue working on enhancing the onboarding phases of TFM next week.

Wishing you all a great weekend. See you next Friday!
TFM: The First Men - Gathering Tree
Hello everyone, just a little update to the Steam Community Hub topic; thankfully, we've identified a solution to the issue that rendered saves unplayable when attempting to override a previous save.

Rather than waiting until Friday, we wanted to update the game as soon as the problem was resolved.

See you in four days for further additions and updates, and thanks to everyone who is taking part in the Early Access and helping us make TFM a better game!
TFM: The First Men - Gathering Tree
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːreexcitedː

Today's update includes much-requested UI and tooltip changes. We will continue to make improvements to the overall user interface in order to optimize TFM’s onboarding.



Changelog

Total number of additions implemented this week: 22 ːhappyhfː
Changes made in response to community input and assistance is 59% and marked with ːhappyheartː

ːhappyheartː [Feature] A new option has been added to the graphics options, allowing you to choose whether to play in fullscreen or windowed mode.
ːhappyheartː [Feature] Crafts panel now displays new craftables.
ːhappyheartː [Content] Infants may now inherit genetic traits during birth.
ːhappyhfː [Content] Memoria's "The Breach" now has a shop selling water items.
ːhappyheartː [Balance] All campaign maps now offer three wild path choices.
ːhappyheartː [Balance] Crafting Claydigger's Pit, Rocksplitter's Hut, and Woodcutter's Hut no longer cost their collected resources. Claydigger costs Rock, Rocksplitter costs Trunk, Woodcutter costs Clay.
ːhappyhfː [Balance] Removed all Point costs from the "Desert Tavern" shop of Lindaris.
ːhappyhfː [Balance] Removed stack parameters from combat classes and passion archetypes.
ːhappyhfː [Balance] Gatherer's Sharpened Rock also brings extra Prosperity after gathering wild berries.
ːhappyheartː [UI/UX] New descriptions for Main Menu map selection panels.
ːhappyheartː [UI/UX] Map object progress is now shown as "%" instead of "/100".
ːhappyheartː [UI/UX] Path panel headers and tab tooltips have been updated to indicate what they are designed to perform.
ːhappyheartː [UI/UX] Added tooltips to fatal traits.
ːhappyheartː [UI/UX] Added informative texts to the traditions panel and improved visuals.
ːhappyheartː [Bugfix] Scaling issue with top bar call-to-action particles has been fixed.
ːhappyheartː [Bugfix] Fixed several issues related to the tooltips. Secondary tooltips are now correctly displayed.
ːhappyheartː [Bugfix] Fixed an issue where the map objects detail panel and destroy map object prompt remained open after the object was destroyed.
ːhappyhfː [Bugfix] Fixed character names that were overflowing in the stockpile and craft assignment panels.
ːhappyhfː [Bugfix] Fixed the incorrect construction object placements on the doodads.
ːhappyhfː [Bugfix] Fixes and improvements for Woodcutting and Rocksplitting activities. Added animations to the end and relocated several nodes to prevent constructions from being deleted.
ːhappyhfː [Internal] Fix for handling settings files that are newer than the supported version.
ːhappyhfː [Internal] Refactoring of tooltip show/hide controls.

We've also been working on a new alert system. It is nearly finished, but we needed more time to test the additions properly, so it will most likely be included in the next week's update. ːreimpressedː

Wishing you all a great weekend. See you next Friday!
TFM: The First Men - Gathering Tree
Salutations, descendants of the first men! The new weekly #FeatureFriday update is now available. ːreimpressedː With today's update, TFM gains a few valuable capabilities and highly requested onboarding and UI updates.



Changelog

◆ [Content] New Icons: Steel plate, iron plate, copper plate, adamantium plate, scrap plate, thick leather head, and thick leather chest.
◆ [Content] Females with bonds can now become pregnant properly.
◆ [Content] Characters with "Child" now can't gain "Developing Infant".
◆ [Content] Passion names have been removed from tool upgrades.
◆ [Content] Pickaxes can now be equipped by ore miners to boost their yield income.
◆ [Content] Removed "Carpentry Workshop" prerequisites from all T2, T3, and T4 tools.
◆ [Content] All tools now have no passion trait prerequisites. Characters that lack the passion for using them can equip them for their attack skills if they meet the bound prerequisites.
◆ [Content] New stat prerequisite levels for tools; 6, 10, 14, 18, 22.
◆ [Content] Artisans no longer need the related passionate character to exist in the settlement to create a tool.
◆ [Content] Minter is a new stackable passion perk for Smelters. Allows you to make Coin by smelting ore in furnaces. With each layer, you get the ability to smelt higher-quality ore.
◆ [Content] Three new progress doodads have been added for usage in home regions: Wild Blueberry Bush, Wild Blackberry Bush, and Wild Raspberry Bush. Their items, gathering, and eating activities are also included. Unlike Plainshrooms, these bushes regrow after being harvested. ːlettuceː
◆ [Content] Newborns of domesticated animals also receive the domesticated trait.
◆ [Balance] Infants gain 200 PP (rather than 100 PP) during the transition to childhood.
◆ [Balance] Pulling Water from the Well now reduces its progress by 2.
◆ [UI/UX] The visual size of stockpile item icons has been increased from 32 to 38 pixels.
◆ [UI/UX] The stockpile item count for a single row is set to 12.
◆ [UI/UX] By default, the traditional panel detail section is now hidden.
◆ [UI/UX] "Assign to:" text has been added to the Craft panel, and "Send to:" text has been added to the Stockpile panel.
◆ [UI/UX] The character interaction head-up display now has a border.
◆ [UI/UX] In the top bar UI block, labels have been added to the menu, learn, report, and game speed buttons.
◆ [UI/UX] The new color correction and sharpening effects on the game camera have improved the overall colors of the game.
◆ [Bugfix] Fixed an issue that occurred while completing Tutoria's Saving Brice objective.
◆ [Bugfix] Fixed input errors that are caused by panel controller changes.
◆ [Bugfix] The issue with construction site visuals has been resolved.
◆ [Bugfix] Resolution fix for Acrobatic and Dynamic trait icons.
◆ [Bugfix] Corrected inaccurate "under construction" placements on constructions.
◆ [Bugfix] Fix for a game-breaking bug in which Animal Husbands would remove the race traits of fed animals. This should permanently resolve situations such as hunters hitting animals.
◆ [Internal] A new central panel control system has been created to manage all the panels used in the user interface.
◆ [Internal] Removed unused items from the databases to prevent complications.
◆ [Internal] Mining decisions are now referred to as "parameter decisions" in order to improve control over their parameters.
◆ [Internal] Groundwork for the new Alert system. ːreexcitedː

Wishing you all a great weekend. See you next Friday! ːSmallRedHeartː
TFM: The First Men - Gathering Tree
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːreexcitedː

We continued to work on additions and changes based on direct feedback, improving the game's user interface and tutorial aspects while also fixing bugs.



Changelog

◆ [Caution!] The game save version has been updated. To play previous versions, you must opt into Steam's Beta branch. Here’s how to do it:
  1. Open your Steam library
  2. Right-click on TFM: The First Men
  3. Select Properties
  4. Go to the BETAS tab
  5. Choose your desired version from the drop-down list
  6. Wait for the game to update the files
  7. Launch the game
  8. To return to the regular version, repeat the steps above but select "None" from the drop-down list in step 5.
◆ [Content] 5 new passions have been added for elemental domain believers. A believer can submit to the will of their domain as a new passion at any time for the cost of an Essence, and Path Points will be converted to their domain's associated settlement point every moon. It is a lifelong commitment that cannot be reversed.
◆ [Content] New icons for the new cleric perks, craftable fist weapons, and crossbows.
◆ [Content] New stackable perks for Earth, Water, Fire, and Shadow Clerics: Harvester, Tidecaller, Heartburner, Voidrunner.
◆ [Content] New consumables: Harvesting Essence, Tidecalling Essence, Heartburn Essence, Voidrun Essence.
◆ [Content] New hand outfits for essence consumption activities have been added to reflect their domain.
◆ [Content] New visuals for craftable bows.
◆ [Balance] Enlightening Essence now permanently increases Soul by 1.
◆ [Balance] Removed unnecessary "Rings" of Haste with wrong stat modifiers. Real Haste granting rings begin with the string "Band".
◆ [Balance] Essence costs have been removed from the new "Will of..." passions for believers.
◆ [Balance] Animal Husbands no longer carry Grassland Seeds in their inventory; instead, they use them directly from the Stockpile once the feeding process is complete.
◆ [UI/UX] The Crafts panel's options are now presented horizontally.
◆ [UI/UX] New guide texts for the tutorial to hint at impregnation & learn to play panel.
◆ [UI/UX] UI borders were changed to simpler versions.
◆ [UI/UX] The item names for haul interactions are now being displayed on the character panel.
◆ [Bugfix] Fixed issues with the pregnancy flow.
◆ [Bugfix] Fixed the incorrect trait stack count for Essence consuming activities.
◆ [Bugfix] Fixed the trait stack counts of all point-granting essences crafted by Clerics.
◆ [Bugfix] Fixed an issue where spawned critters would become stuck on top of each other when repopulating.
◆ [Bugfix] Fixed a bug in which mothers who are supposed to deliver infants with bad genetics end up with the trait themselves.
◆ [BugFix] Fixed item not found for tooltip error caused by items that are destroyed from decisions.
◆ [BugFix] Bonding Salves are now correctly consumed by non-pregnant adult females.
◆ [BugFix] Prevented an issue in which newborn characters were spawned on the hills and became stuck.
◆ [BugFix] Fixed the issue with Meatbugs and Adders dropping the wrong carcass.
◆ [BugFix] Pregnant characters now deliver children with deficiencies correctly if they cannot find a Nursery Bed to deliver the child or if time runs out.
◆ [BugFix] Mother's bonds now correctly disappear after giving birth.
◆ [BugFix] Fixed a bug in which selecting a doodad/construction production and selecting a character via shortcut keys did not close the production detail panel.
◆ [BugFix] Fixed a bug with skill effect outputs whose owner was no longer alive.
◆ [BugFix] Fixed an issue where a character faced a target character when that target died.

--- 0.5.5 ---

◆ [Content] New icons for craftable daggers, axes, maces, swords, and spears.
◆ [Content] New practice field for Arcanomancers.
◆ [Balance] Lorekeeper's Quill now requires Crow Feathers in Stockpile to show up.
◆ [Balance] Transitioning into a child now clears all assignments.
◆ [Balance] New description for the Instant condition for instant skills. The condition now removes 10 stacks of itself on a non-instant skill cast (due to trait appliances not being affected by intensity).
◆ [UI/UX] Added a shadow to item stack counts in the stockpile, improving their readability.
◆ [UI/UX] Changed the job assignment count positions of the craft panel to the bottom left of the icon to make it easier to be seen.
◆ [UI/UX] Filter function now has new visuals and a “Clear Filter” button.
◆ [UI/UX] Improved visuals for the main menu and top bar user interfaces.
◆ [Bugfix] Fixed an issue that corrupts the bugs by preventing special characters from being used in character names.
◆ [Bugfix] Fixed a bug when a character tries to find a path to a very close location to itself.
◆ [Bugfix] Fixed bugs for crafts and paths that are displayed incorrectly in respective panels.
◆ [Bugfix] Fixed issues caused by skill data that is not being held in the save system.
◆ [Bugfix] Fixed issues that are related to the filter function of the Craft panel and Stockpile panel.
◆ [Bugfix] Fixed issues that occur while a character attempts to send an item to another.
◆ [Bugfix] Fixed a bug that occurs when a map object is being destroyed while selected.
◆ [Bugfix] Several typos were fixed for constructions and traits.
◆ [Bugfix] Fixed an issue where items still appear craftable even if they cannot be afforded anymore.
◆ [Bugfix] Fixed several issues for the Tutorial.

--- 0.5.4 ---

◆ [Balance] Caretakers now check if the taught child is in the same entity.
◆ [Balance] Manifester no longer show up in Wild if they're already taken.
◆ [Bugfix] Fixed Elixir of Wisdom prerequisites asking for the wrong one.
◆ [Bugfix] Fixed the issue that caused the Gathering Tree to disappear.
◆ [Bugfix] Several localization fixes.
◆ [Bugfix] Fixed the issue that caused the party leader to be assigned incorrectly.
◆ [Bugfix] Fixed the issue where the system attempted to save the game in the Steam ID's folder when Steam was closed or disconnected.
◆ [Bugfix] Fixed the issues with the feedback panel.



Wishing you all a great weekend. See you next Friday! ːSmallRedHeartː
TFM: The First Men - Gathering Tree
Changelog

◆ Hotfix for the issue that ends up with millions of childbirth.
◆ Better childbirth flow.

--- 0.5.2 ---

◆ New doodad for Nursemaids: Nursery Bed.
◆ Pregnant characters now visit Nursery Beds to deliver their children.
◆ Caretakers now progress Nursery construction to 100, receiving the "Toy Idea" condition as a reward upon reaching max. They can craft toys for infants consuming this trait.
◆ 5 new toys for infants; infants play with these toys as consumable and stack traits. These traits apply random personalities based on their colors when the infant transitions into childhood.
◆ Watercarriers now craft water through their Crafts panel instead of gathering them as worktime activities.
◆ Poached Spider Egg recipe is now a consumable.
◆ New victory conditions were implemented. Several issues were fixed along the way to make sure a smoother victory. (Congratulations to all players who get a victory on the first day, well, now you will see the Victory popup!)
◆ Arcadia's victory condition is fixed.
◆ Tutorial's victory condition is replaced with a new one to prevent bugs.
◆ Dirt roads are now craftable if there's an Industry Mound in the settlement.
◆ Removed unused passions from the "Passion" trait category.
◆ All food-related Needs are green now.
◆ New trait trigger: OwnerSpawnsCharacter.
◆ Fixed an issue when the game displays map object variants upon loading.
◆ Fixed an issue when a map object is a candidate for craft action.
◆ Fixed an issue when a character dies while choosing a construction craft.
◆ Fixed an issue where characters got stuck on Lindaris hills.
◆ Fixed an issue when a character dies while displaying information on a tooltip.
◆ Fixed Brick Sleeping Quarters showing Timber.
◆ Fixed assigning party leader if the previous leader is deleted on map maker.
◆ Fixed an issue when the camera moves to a character.
...

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