Welcome back adventurers to another #FeatureFriday!
We had a small vacation this week due to a national holiday.
Changelog
Added several new crossbows.
Added several new staves.
Several fixes to doodads, activities, loots, paths, and traits.
Stay tuned for the next week, we will be announcing exciting stuff!
While we were having a break, our settlers were doing some great work in the Discord minigame, this week's raids dropped 11 new Steam Playtest keys for our new champions! If you want to participate in the playtest please consider joining TFM DISCORD SERVER.
Offsprings of the first men welcome back to another #FeatureFriday. We are happy to finish adding all of the features for the Early Access this week! After a small break next week for a nationwide holiday, we will finish the user interface overhaul and start the playtest of these new features using Steam's Playtest feature - if you want to join the playtest you can join our discord and check the minigame.
Changelog
New passion; Motherhood. Trying new ways for pregnancy.
Several new fist weapons.
Several new dagger weapons.
Several new spear weapons.
Several new firearm weapons.
Several new wand weapons.
Several new staff weapons.
Added new notifications.
Updated the logic of the user interface buttons. They can now function as a toggle to open and close the panels from the same place.
We now list all of the available characters in the Crafts panel after selecting a construction, doodad, or item to craft.
Added right-click function for the Stockpile icon on the top panel. Right-clicking the stockpile moves the camera to the home construction.
Fixed an error while hovering over the character assignments.
Fixed an error on character death.
Fixed an issue that occurs while showing path costs.
Fixed issues at attack, haul, and interact assignments for drafted characters.
Fixed an issue that makes the map object panel appears out of nowhere.
Fixed several issues that are occurring while characters are picking assignments.
Fixed being able to cancel worktime and downtime assignments.
Welcome back adventurers to another #FeatureFriday!
This week we continued adding more stuff for the new crafts panel, and fixed issues that occurred on the new character assignments, the new crafting orders, and the new paths with the new tab layout.
Changelog
New Crafts panel for the entity. The player can either select a character to give a craft order or choose this entity operation to select an order first and select an available character that can perform the task.
New assignment for the characters that are given a craft order.
New assignment for the characters for dismantling a construction.
Added tooltips for the character assignments.
Completion of the EntityInventory transformation to Stockpile.
The stockpile panel's button position is moved to the middle of the top UI bar.
Added color and icon mappings for notification types.
Added path cost refund flow after the related assignment is canceled.
Refunding and canceling all character assignments on character death!
Removed stack count info from character items.
Removed stack count from map object path rewards.
Converted (or deleted) all old "CreateDoodadOnEntityInventory" action nodes to consumable items that allow craftables through the new panel.
Converted all old "SpawnInventoryDoodad" and "SpawnInventoryConstruction effect outputs to consumable items that allow craftables through the new panel.
Refactored EntityInventory.
Refactored decision nodes.
LVM process serialization.
Several new items, mostly weapons such as axes, maces, bows, and swords.
Several new skills.
Several new wild path outcomes.
Several issues are fixed that occurred while testing the new systems; Crafts, Paths, Assignments, Stockpile, and Notifications. They are almost ready for the implementation of their user interface changes.
Offsprings of the first men welcome back to another #FeatureFriday!
We continued working on the new Paths and Crafts panels this week and additionally overhauled all other systems related to them such as the Character Assignments, and Notifications.
Changelog
New character assignments; the player can now queue certain assignments to the characters who are doing their worktime and downtime activities automatically in the settlement, such as giving Path Activities from Paths Panel, giving Craft Activities from Crafts Panel, Attack assignment by right-clicking an enemy, Haul assignment by right-clicking an item, and Interact assignment by right-clicking a doodad.
New notification system and UI block.
New tabs selections for the Paths panel.
New wild trait triggers, effects, and paths for Adventurers.
Several new icons. (we now have over 1350 colored icons in TFM so far!)
Stock All and Stock context menu options added for character inventory item's right-click action.
Content overhaul for the old path prerequisites. Demoria's starting characters now begin with 100 Path Points.
Refactored character paths.
Refactored notifications.
Refactored decisions.
Adaptation of decisions to the LVM library changes.
Fixed issues related to the character skill triggers and skill casts.
Removed create party button from the interface.
Additionally, our recent soundtrack "The Herdsman" is here - dedicated to all shepherds!
Wishing you all a great weekend, see you next Friday!
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!
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.
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.
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.
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.
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.
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.