TFM: The First Men - Gathering Tree
Welcome back, adventurer!

This week we continue our efforts on Paths, Crafts, Stockpile, and Notifications systems.

Also, we started using Twitter more actively, so if you enjoy using it follow us on Twitter now! This logo is updated for Twitter, hope you'll like it!



Additions
  • Several new combat feats.
  • New craft panels, both for the selected character, and the entity.
  • Stockpile button added to the top bar UI.
  • Implemented Stockpile panel.
  • New prerequisites; CharacterHasTraitFromTraitCategory and CharacterHasNotTraitFromTraitCategory.
  • Handling the cancellation of crafting attempts.
  • New wild traits for currently added class traits.
  • New notification categories; Alerts, Messages, and Logs.

Fixes
  • Refactoring tooltips.
  • Refactoring notifications.
  • Refactoring construction references.
  • An issue occurs while a character is completing a crafting attempt.

Additionally, this video is about Carnip's Caravan of Curiosities, good to see our ideas from years ago are coming alive now inside the game!



Have a great weekend you all, see you next Friday!
TFM: The First Men - Gathering Tree
Offsprings of the first men welcome back to another #FeatureFriday - for the whole week we've continued our efforts to finish the changes planned on Paths and Crafts systems, and get ready for the upcoming Steam Playtest.

To join the playtest please consider joining the TFM Discord server.



Additions
  • Character assignments definitions implemented. We now see a character's assigned jobs as a queue.
  • Character activities are encapsulated into assignments.
  • Several new condition traits.
  • Several new combat feat traits.
  • Several minor changes and additions to activities, decisions, doodads, and traits.
  • Removed doodads and constructions from the Paths, they are now related to the Crafts. The new UI for the Crafts Panel is still in development.


Fixes
  • Path categories overhauled and fixed.
  • Refactored localization file update methods, and added XLIFF support.
  • An issue that occurs in localization exporters, for omitting not translated keys.
  • Refactored folder structure. (Spring cleaning!)
  • Overhauled several texts all around the game, mostly skills, the work continues.
  • Refactored path outcomes into Paths.
  • Refactored path outcome references.
  • Refactoring tooltips, soon we will have improved tooltips all around the game!


Additionally, PartyElite made a gameplay video of the Demoria campaign and talked about his thoughts about TFM: The First Men - if you are looking for more details about the game you should definitely check it.



Have a great weekend, see you next week!
TFM: The First Men - Gathering Tree
Welcome back, adventurer!

We've completed our tasks about the translation systems and were able to get the first file of all texts! After uploading the original texts to a proper tool, we will begin the translations and get the game ready for many languages rather than English.



We also started working on the changes planned on Paths and Crafts systems yesterday.

We will let you know about the progress, looking forward to running another playtest with you all! To join the playtest please consider joining the TFM Discord server.

Additions
  • Localization import and export features have been implemented.
  • Localization-related updates for all player operations and user interface.
  • Several new combat feats.
  • Several new trait icons.
  • New race; Raptor.
  • Testing a new campaign map; The Vault.

Fixes
  • Refactoring paths, removing unused files of previous iterations.
  • Refactoring skills.
  • Refactoring character skill selection and casting.
  • Refactoring validates data flow.
  • Refactoring entity tech definitions.
  • Refactoring auto-attack flow.
  • An issue that occurs when you zoom in while using the decision-maker screen.
  • A problem where a removed trait would lock the project due to localization.
  • An issue occurs when you target an unconscious character with skills.

Have a great weekend you all.
TFM: The First Men - Gathering Tree
Offsprings of the first men welcome back to another #FeatureFriday - the whole week we’ve continued our efforts to finish the translations systems for the game while the design of the new notification system and paths/crafts overhaul is completed.



You can find the additions and fixes down below. Wishing you all a great weekend!

Additions
  • New localization definitions all around the game.
  • New localization file exporter.
  • New swords for crafting, related skills, and traits favor Tactician characters.
  • New races: Gronn, Hogman, Monkey, Elephant, Vulture.
  • Necromancy skills and traits.
  • New Injury traits; Pulled Hamstring, Ruptured Leg, Ankle Fracture, Knee Dislocation, Broken Leg, Chestpain, Hemothorax, Sternal Fracture, Rib Fracture, Broken Ribs, Brain Damage, Burst Lobe, Brain Herniation, Spinal Fracture, Cerebral Laceration, Black Eyed, Punctured Eardrum, Cervical Fracture, Brain Trauma, Cracked Skull, Ruptured Biceps, Elbow Fracture, Humerus Fracture, Dislocated Arm, Broken Hip, Broken Finger, Wrist Fracture, Fractured Pelvis, Shattered Clavicle, Dislocated Shoulder, Punctured Tongue, Lacerated Esophagus, Avulsed Stomach, Wounded Small Intestines, Eviscerated Large Intestines, Bludgeoned Liver, Scratched Pancreas, Blistered Nasals, Splintered Larynx, Concussed Lungs, Damaged Heart, Clogged Veins, Sensitive Nerves, Slipped Tendons, Displaced Glands, Broken Joints, Hemorrhaged Bladder, Pulled Muscles, Alarming Arteries, Sprained Kidneys, Shaking, Fatigued, Nauseated, Numbed, Shattered.
  • New tooltip functionalities for trait effect outputs.
  • The groundwork for 41 new combat feats for Fighter, Tactician, Hunter, Sentinel, and Scoundrel classes.

Fixes
  • Refactoring combat instances.
  • Refactoring party states.
  • Refactoring decision-maker screen hierarchy.
  • An issue that occurs in the party-state button when combat is ending.
  • An issue that occurs while the character-maker is exporting.
  • An issue that occurs in some cases while using the selection box.
  • An issue that occurs when unconscious characters die while there are allied character groups in combat.
TFM: The First Men - Gathering Tree
Welcome back adventurers to another Feature Friday!

As a reminder, we want to inform you that you can always follow our development efforts by joining our official discord server, and if you participate in the minigame you may become a Champion and win a Steam Playtest key!


We've also managed to change the moderation level of the discord server, it no longer requires you to have a verified phone on your Discord account, so feel free to join us if you were having trouble joining before!

Now, let's see what we've added to the game this week and what has been fixed!

Additions
  • A variety of caves all around the world, with ambiance additions to their tilesets and doodads; cave dark spots, dust falls, etc.
  • New passion perks.
  • New seed collecting flow.
  • Trapper and Seed Collector activity overhaul.
  • Improved Forest region tiles.
  • Bigger trees for the Mountain regions.
  • New race; Turtle.
  • Language section for the Options menu!

Fixes
  • Refactoring constructing activities.
  • Refactoring interaction points.
  • Refactoring folder structures.
  • Refactoring combat threat systems.
  • Refactoring combat areas.
  • Refactoring loot systems.
  • Refactoring entity relations.
  • An issue with the party leader mechanics.
  • An issue that occurs while combat is ending.
  • An issue in combat where a character dies while its target is invalid.
  • An issue occurs while spawning a character from the preset table.
TFM: The First Men - Gathering Tree
Offsprings of the first men welcome back to another #FeatureFriday - as we've discussed in the post about a brief summary of Steam Next Fest - we've worked on the optimizations and improvements the whole week, getting ready to start Steam Playtest with our discord champions!



You can find the additions and fixes down below. Wishing you all a great weekend!

Additions
  • The groundwork for an endless Demoria.
  • Passions overhaul, binding all craftables to passions.
  • Cooking overhaul. All current foods made by cooks are now eaten as downtime activities. New decision and activity: Practicing Cooking Recipes; cooks now try to discover new recipes when they don't have a cooking assignment, increasing Cooking Station's progress. When it reaches 100, they craft an item called "Mysterious Cooking Recipe". They'll be presented with new cooking recipes through paths and can learn them by consuming this item.
  • Crop fields can only be crafted by seed collectors now.
  • Collecting & Resetting Traps activities can only be done by Trappers now.
  • Increased critter attraction chances of all traps by 30%.
  • Herbalists can now craft Meadowbloom Boosters and Grassweed Cures only if there's a Harvesting Rack built.
  • Meadowbloom Boosters and Grassweed Cures can now be properly consumed by character paths.
  • Kleptomania now reduces Industry at the end of the activity, rather than the beginning.
  • Added a character control check to Healers' Tending activities, where they would get stuck if the tended character were saved by someone else.
  • AI characters won't use the threat-reducing skill Tactical Manuever now.
  • Practicing Cooking Recipes activity now properly grants path points at the end, and its duration is increased to 60 seconds.
  • Animal Husband characters can now properly collect chicken eggs.
  • Only characters with Copper Miner passion can now mine veins.
  • Only characters with Scavenger passion can now scavenge for wood and stone.
  • "Purifying a Potential Stillborn" activity now requires the Purifier trait.
  • Reduced Adventurer trait's path point income through finishing red activities to 3 from 7.
  • Reduced combat class trait auto-attack path outcome reward to 1 from 3.
  • Exquisite Raw Meats can now only be cooked by characters with Cook passion.
  • Fighters can properly craft Scrap Plate Headpiece now.
  • New prerequisite check; EntityHasNotConstruction.
  • Additional construction and doodad tooltips.
  • A new affliction for the Disarm skill.
  • New Quests.
  • New trees; Pear, Pomegranate, Poplar, Walnut.
  • New race; Satyr.
  • New biome texture; Arctic Cave.
  • Violent infants won't engage critters now.

Fixes
  • Refactoring character traits.
  • Refactoring character stats.
  • Refactoring character items.
  • Refactoring character groups and parties.
  • Removed many of the classes and folders that are not used anymore.
  • An issue that occurs when characters enter combat during camping.
  • Water Well decision problems, characters can now properly drink clean water from it.
  • Fixed colors of Dislocated Arm, Maddened, Black Eyed, Dismayed injury traits. Changed Dislocated Arm's icon.
  • Endurance reducing injuries won't modify infant Endurances now.
  • Targeting priority overhaul for all utility skills that target allies.
  • New interval controls for summoned creatures' destroy triggers when the combat and or the duration ends.
  • Entity agenda issues.
  • Issues that occur while terminating a game session by either returning to the main menu or exiting the application.
TFM: The First Men - Gathering Tree
It’s been over a week since the Steam Next Festival went live - TFM: The First Men was participating in the event with the Demoria campaign. We’ve had plenty of amazing feedback from you all, along with some incredibly helpful bug reports.

Store Visitors : 58,267
Total Downloads : 18,640
Total Wishlists : 17,626
Discord Visitors : 480

The demo is offline now, but don’t worry! - we will be starting a Steam Playtest after making some changes based on the feedback from Demoria. To enter the playtest all you have to do is to join our Discord and show some courage and commitment in our Discord Minigame and become a Champion!


Highlights from the community

It was quite a great experience for us to have a demo live the whole week, we felt that it was a tiny version of an actual release week, which was a great experience for us besides collecting feedback and figuring out which parts of the game the players enjoy or struggle.

We will continue developing the game as we’ve planned, gladly most of the struggles were the things we were already aware of. You could understand that we don’t choose the day for the festival, so we had to go live with whatever was ready at the beginning of last week.

If we summarize the feedback and development plan until the Early Access, we can divide them all into three different categories;

UI/UX Improvements
We’ve separated paths and crafts into two different panels. Paths will require path points again and be only about the character’s development and progression. Moved all of the constructions, doodads, and items into another panel called the Crafts, where you will be able to freely open and craft anything that your characters unlocked as long as you can pay for it.

This will add another level of importance for the character’s progression, and their crafting abilities, while making it easier to use and understand, lowering the confusion and stress of choosing an action either for the settlement or for the character’s own good, you will feel that some of your characters will be more important for your settlement and try to make use of them before they die, or pass their knowledge to the next generation!

We also will be having a couple more changes regarding being able to force undrafted characters, giving them simple assignments like attacking, hauling, or looting.

The whole User Interface will become much clear with additional tooltips, notifications, and replacements, and we will have a campaign called “Tutoria” for the release, which will be an interactive tutorial campaign that will make sure you’ve learned everything.

Refactor and Optimization of current systems
We’ve encountered some bugs during the demo week, most of them were in our schedule but thanks to the participants and our community who’ve used our in-game feedback and bug reporting tool, we’ve caught many more.

Before the Steam Playtest begins we want to clear the bugs as much as possible and make a run again with our champions to hunt even more bugs until the release and make the game as bug-free as possible.

Some design and content optimizations will be happening as well. We plan to make some changes on the pregnancy, infancy, and childhood phases of the characters, will check the element and aptitude traits deeper, and make a lot of additions for the late-game content.

Localization systems
Yes, the demo was available only in English, and we read many of you want it in your native languages, which is why we are doing our best to make it ready for release.

We will be separating all of the text strings into two categories; Feature and Content - and we plan to translate 100% of the features by the Early Access release while we can’t foresee how much of the content will be available for other languages.

TFM has a lot of content and the hardest part is not that, we constantly add and change the content and update the game, so there has to be some kind of a flexible translation system that updates the changes quickly. We plan to use a community translation tool for the content part of things. More of that will be announced later. If you want to help us with the translations, please join TFM Discord Server and click your language’s flag on the translations channel.


Additional highlights and links to enjoy
As Gathering Tree we want to thank everyone who participated in the demo again, we will follow our vision to make a fresh and beautiful strategy simulation game with emergent storytelling and loads of content and strengthen the parts that set TFM apart from all the other games out there.

Splattercat
“I’ve spent about an hour with this Steam Festival and I’m pleased to say it’s an interesting game! It’s saddled somewhere in between like a God game, Rimworld, and RPG.”

https://www.youtube.com/watch?v=9NQi18P6J14
Nookrium
“Neat. I want to see more of it. Now that I know what I’m doing - I was very lost for a long time, I went in there with this idea of Rimworld and Colony Sim - that’s what I originally thought, clearly it’s not that.”

“Compared to a lot of the demos I’ve been playing this time around it’s been really good.”
https://www.youtube.com/watch?v=KcIELyUrsio
True Achievements
They've kindly put TFM: The First Men in their "Xbox Wishlist" in this post about upcoming Xbox games that are participating in the festival.
TFM: The First Men - Gathering Tree
Welcome back, adventurer!

This was such an exciting week, the pre-alpha demo got a lot of attention and we are super happy to collect much feedback from everyone participating in the festival!

As we incorporate your feedback, we continuously update and prioritize our road map, keep in mind that you can always see our upcoming plans here on the TFM Trello Board.

Another reminder is that we plan to start a Steam Playtest soon after we finish clearing some of the game-breaking bugs and enhance the gameplay a little bit more. Join TFM Discord if you want to participate in the playtest.



Additions

  • Several content additions and changes for Demoria.
  • Updated fonts and added alternative letters to cover more languages.
  • More outfits for the passion traits.
  • New skills for several new armors.
  • New starting combat feats for classes.
  • New crafting options for Tinker.
  • Some small tutorial additions. (Also we’ve decided to create a new campaign called TUTORIA, will be working on that).
  • Characters with combat classes now gain 3 extra Path Points if they cast a skill that's the same color as their class.
  • Elder characters no longer reduce Endurance by percentage and passively generate 10 Unity every minute.
  • Some changes in Pregnancy.

Fixes

  • Several User Interface fixes and changes.
  • Tooltip typo fixes.
  • Refactoring of the character traits.
  • An issue that makes characters stuck when they are interrupted while doing a path activity.
  • Healers should no longer try to tend unconscious characters who're in combat.
  • If a character starts a cast, they will no longer check again if the target is still in range when the cast ends.
  • Fog of war and ground sorting issues.
  • Learn button particle scale issue.
  • A crash occurs while selecting some of the Traditions.
  • Feedback panel problems.
  • Removed unnecessary outfits from the hauling activities.
  • An issue occurs while displaying item prerequisites.
  • Force engaged characters now appear on the threat tables properly.
  • Kor Gatai’s difficulty. The centaurs should not annihilate the settlers anymore. At least as it was...

See you all next week!
TFM: The First Men - Gathering Tree
Offsprings of the first men welcome again!

In this broadcast, we will go quickly through the game basics and see how the first men in this gameplay will end up by one of our developer's guidance!

You can download the demo and experience our Demoria campaign until the end of the Steam Next Festival!

And give us your feedback, so we can make better additions until the actual release!
TFM: The First Men - Gathering Tree
Offsprings of the first men! Are you ready for Demoria?

Prior to our Early Access release, we wanted to join this multi-day celebration of upcoming games on Steam - to get feedback from you all and to make sure we are on the right track. We will incorporate your feedback and continue the development while this festival will be a huge opportunity for us to see the weak parts of the game, and which parts would require most of our focus for the remaining months before the release.

From the bottom of our hearts, we all thank you for helping us make TFM: The First Men a better game!



During the festival, we also plan to do a Livestream event! Come join us on Steam - or on TFM Discord server, let us know what you think, and ask us anything you would like to know!
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