Hello everyone, welcome back to another #FeatureFriday!
We want to share exciting news; TFM: The First Men has been chosen to be in the #DreamHack Beyond Indie Showcase Steam event, and we plan to reveal our Early Access Gameplay video on the first day of the event, which is October 14th, and announce TFM's Early Access release date!
Mark your calendars next Friday to celebrate TFM's announcement and discover dozens of great indie games!
Changelog
Added two new panels to the main menu's message from the devs block; Roadmap and Changelog.
Reduced High-Speed factor to 2x from 2.5x.
Implementing the new Navigation system continues to prevent more Pathfinding issues.
All map object craftables with Timber/Stone Block/Brick cost now require Carpentry Workshop/Stonemason's Workshop/Brickmolding Pit in the settlement to be unlocked.
New construction: Stone Bathing Hut.
Old Bathing House is now called Hamam and is T2.
Makeshift tools can be crafted with a Crafter if there's a Crafting Table.
Tool crafts now check if someone with the passion archetype can utilize the craft.
Added more rock cliffs to Arcadia.
Following Gatherer perks are now Wild: Greeneye, Dirtrunner.
Removed Tree Gatherer and Field Gatherer perks from Gatherer and combined them into a stackable Efficient Gatherer perk with a reward on max stacks.
Gatherer's Green Breather perk now grants a new reward on max stacks.
Following Cook perks are now Wild: Taster Chef, No-Cook Chef, Pan Chef, Pot Chef, and Oven Chef.
Following Grower perks are now Wild: Keen-Eyed, Earthbloomer, Nature's Ally, and Plant Talker.
Grower's Leafpicker and Cropper perks are now stackables and grant new rewards on max stacks.
Increased Prosperity costs of unlocking new crops to 500.
New constructions: Smoke House, Communal Clay Shelter.
Increased Firewood craft stack to 5 from 3.
New adaptation: Spirit Cores. All characters can extract the core of their element types as resource items. These cores can be used as a cost to craft new items. (i.e., Nursemaids can craft Impregnation Salves that let females produce infants with specific elements. Earth Core -> Impregnation Salve: Earthborn -> Earthborn Infant)
Combined all nursing decisions into a single parameter decision.
Temporarily removed the Kor Gatai encounter from Memoria.
Removed the Tutor passion as the Writer replaced it.
Added visibility modifiers to settlement constructions.
Removed unused Adaptations.
Overhauled TFM's internal mods and properly organized all aspects of placing them in proper mods to prepare everything for release.
Fixed issues at the item reference finder for decisions.
Fixed scroll sensitivity issues to properly make the mouse wheel work.
Fixed issues that occur after a dismantle prompt.
Fixed Path validator issues.
Fixed missing Path references.
Fixing Dragonslayer Longbow's missing prerequisite reference.
Fixed SpawnCharacterFromPreset flow on character dies.
Fixed issues of some characters showing the wrong ages.
Wishing you all a great weekend. We can't wait to show you the new Gameplay video next Friday; stay safe and tuned!
Offsprings of the first men welcome back to another #FeatureFriday.
Another week has passed - we've been polishing TFM as much as possible and getting ready for our Early Access release! Steam Playtest continues with TFM's Discord Champions, and since we are entering the final weeks before the release, this may be your chance to help us test the game.
On the other hand, we continue working on the announcement video and choosing a release date; keep an eye out for the new video to mark your calendars for the exact date!
Changelog
Switched and cleared all development mods and related maps to get the game ready for release.
Steam Cloud Save is ready and working now.
Giant's Lair custom map is now called Raidrunners.
New function: Character History.
New consumable for Philosophers; Enlightening Essence.
Unifier, Industrious, etc. now requires Aptitudes instead of Elements.
Smithy's worktime activities now target Industry Stockpiles and carry a rod and a hammer to work at the anvil properly.
Masoning now properly visits the Industry stockpile.
Tutorial's Escape Boat now requires 6 Timber and builds faster, and is now buildable by all characters.
Timber now comes with 2 stacks but requires 3 Tree Trunks instead of 2.
"Scavenger's Kismet" now gets triggered by all blue worktimes.
New doodad for growers: Sugarbeet.
New craftable for Millers: Sugar.
New craftables for Cooks: Sweetwater Fish Soup, Plainshroom Beef Stew.
Smithy passions now check for both large and small furnaces to be unlocked.
Loaf of Bread is now a Cook craftable and no longer an automated process.
New Needs item: Milk.
New Resource item: Bottle of Ink.
Ancestral Essence no longer gives bad genetics.
Legacy tradition now unlocks the Writer's passion, allowing all characters with it to write books about their passions, perks, etc. so that others can read them.
Combat class feat paths are now given instantly.
New skill type: Instant. Instantly skips the current Action and starts casting, starting with a slower Action for the next one.
Every second skill of craftable weapons is now an Instant with interrupt.
A bonfire's fire lasts 2.5x longer.
New construction for Claydiggers: Clay Hut.
Renamed all wooden sleeping constructions.
Updated welcome popup and improved visuals. Fixed issues related to the first language selection.
The feedback panel shortcut moved to F7.
Added Korean Font type.
Build versions are displayed in the save files and save/load menus.
Reduced save screenshot file sizes.
Implemented localization parameter semantics.
Fixed issue character indicators are revealed after using cinematic tools.
Fixed issues that are related to the language selection options.
Fixed Relations panel's position and user interface.
Fixed issues related to the notifications of those needing a prerequisite.
Fixes for Tutorial's "Cage Kid" victory condition.
Fixed an issue where all new path point granting essences were unlocked with Unifier. Now they all come with their perk.
Fixes for The Vault's missing chickens.
Fixed an issue that makes the character portrait not visible if that character has been born while the character panel is open.
Description typo fixes.
Fixed the issue of displaying the wrong crafts at the Craft panel after a character dies.
Fixed character at death's door notification priority.
Fixed an issue that makes multiple characters try to haul the same item.
Fixed an issue when a character selected from the Characters panel dies.
Fixed an issue about incorrectly handling the spawned characters' birthdays.
Wishing you all a great weekend. See you next Friday!
Hello everyone, welcome back to another #FeatureFriday!
Translations have begun today, we are hoping to finish the localizations of our user interface in French, German, Spanish, Korean, Polish, Brazilian Portuguese, Turkish, Russian, and Simplified Chinese before the Early Access release. If you want to help us with the translations, please consider joining TFM's Discord and look for the translation initiative!
If nothing goes wrong, we hope to choose a release date between the 11th and 27th of October; keep an eye out for the new video to mark your calendars for the exact date!
Changelog
Added "Next" nodes to Tutorial narration.
New cave near the Tutorial home region. There are 3 savable Webbed Humans inside the cave.
The tutorial now has 2 victory screen endings; crafting The Escape Boat with Timber or cleansing the Gnolls.
Tutorial's Fatal Removal sequence now also restores all energies.
Teretha no longer gets Nursemaid automatically in Tutorial.
Added Clay Deposits to the Tutorial home region.
Teretha and Hagen now get "A New Beginning" after they settle in the Tutorial.
The tutorial now begins with 5 Gathering Fruits.
If a character has "Ate Gathering Fruit", he no longer tries to consume another until the condition wears off.
"Ate Sauteed Plainshroom" now correctly comes with 10 stacks.
Crafting activities now also grant Path Points (Carpenting, Forging, Smelting, etc.)
Crafting charcoal no longer requires Firewood, takes less time, grants more experience, and rewards 3 stacks instead of 2.
New control for crafters prevents them from stopping their activities until smith constructions are built.
Mass Recall skill now has a 10 Sun cooldown.
Jewelsmith no longer requires uncut gems, but its Timber cost is 8 instead of 6.
Fences and Road Lights can't be built in other regions.
Beaches and Sand Spots for all maps. Collectors can become Sanddiggers if there's a Glassblower in the settlement.
Smithies can now craft all lockpick tiers.
Dragonslayer Longbow can be crafted in an Adamantium Smithy with the ingredient Dragonshard.
Revamped Dragonslayer Longbow's skills for T4.
Characters receive 1 PP after every 5 hammer hits while building map objects.
Humans are -0.1 smaller now.
Buffed all Adventurer perks.
2 new Adventurer perks for passive threat mitigation: Threatening / Fading.
All class feats require their class halls to be built to show under their tab.
All class feats are gained through a training activity instead of instantly.
New trinket craftable for the Crafter passion: Hammer Pouch. (removed Hammer Poucher wild personality)
New jewelry craftable for the Jewelcrafter passion: Band of the Builder. (removed Adept Builder wild personality)
Adamantium Smithy now costs Ingots instead of Ores.
New trinket craftable for the Crafter passion: Hammer Pouch. (removed Hammer Poucher wild personality)
New jewelry craftable for the Jewelcrafter passion: Band of the Builder. (removed Adept Builder wild personality)
Arcadia terrain changes.
Arcadia starts with fewer fruit trees, and they're closer to the Gathering Tree.
Arcadia starts with 4 characters now; their ages are fixed, and they have the Human Expertise trait as they should.
Lavished Inn Meal condition has a duration and a new icon.
Characters now prioritize sitting at an Inn Meal Table when they also try to eat or drink something individually.
Removed Seed Racks and Mysterious Seed. Getting a Seed Collector archetype allows that character to create a Grassland Seed after every green worktime activity.
Growers get the "*** Grower" by default under their tab (based on their elements), and they now require high amounts of Grassland Seeds instead of Mysterious Seed.
Children do not get the -50 power reduction if they have the Hunter passion now.
Element and Aptitude revamp.
Fish Spots are now called Sweetwater Fish Spots.
4 new perks for Philosopher; Amuser, Influencer, Industrious, Prosperous. These are alternatives to Unifier, and the choice will be altered based on the element of the Philosopher. (i.e., Earthborn Philosophers can turn Purifying Essence into a Prosperity granting Essence)
Rocky Road now costs 1 Chunk of Rock and 2 Industry, instead of only 4 Industry.
Offsprings of the first men welcome back to another #FeatureFriday.
The work continues for the Streamers Build, but we had to prioritize some fixes for the Tutorial and Localizations first because we want the translations to begin to get ready before the Early Access release.
The Early Access Announcement video for the release date is almost ready, and we are doing our best to give TFM: The First Men into your hands as soon as possible. If nothing goes wrong, we are hoping to choose a release date between the 11th and 27th of October; keep an eye out for the new video to mark your calendars for the exact date!
Changelog
Completed User Interface highlights are now being used in the Tutorial.
Additional icons for traits, skills, and items.
New regions for the Lindaris campaign.
Increased starting industrial resources for all maps.
Shortcut keys have been added to the Options.
Time information has been added to the pause menu overlay.
Hello everyone, welcome back to another #FeatureFriday!
A new gameplay video is on the way with the new build we are preparing to share with our Discord Champions and, for the first time, with the streamers!
If you are eager to join the playtest, access the game before Early Access begins, and help us improve it, please consider joining TFM's Discord.
Changelog
New construction: Sleeping Quarters.
New construction: Timber Sleeping Quarters.
New potions and elixirs for the Alchemist.
Elder's "Dying" condition has a lower chance now.
Made elder stat reductions less severe to prevent instant deaths.
Boosted Memoria's Boss stats.
"A Place Called Home" desire now requires a Woodcutter in the settlement.
Percentage fix for the Resting activity.
Added a description and a display name for the Sleeping Quarters.
Added a tooltip to the Trade Crates.
Lorekeeping Rock now requires 1 Chunk of Rock.
Added control for Woodcutters to check if there's a Pile before striking a new tree.
Piles cost 45 Industry now.
Spearfishing spends Heart/Body energy now instead of only Body, and its chances are significantly higher.
Developing Infants now transforms into "Fully Developed Infant" and allows Caretakers to focus on other infants.
Infants can only receive teaching sessions from a single Caretaker at a time.
Caretakers no longer teach infants with "Digesting a Lesson" or "Fully Developed Infant"
Added stat requirement information to Makeshift tool crafting perks.
New shovels for all five tiers (Claydigger).
All tools require two more ingots from smithy crafts.
Increased the chance of fishing with rods.
Combat classes no longer require Industry.
Additional information and details for the tooltips all around the game.
Fostered infants gain energy over time while fostered.
Vision radius for class buildings, trade crates, and Inn Hub.
Assignment tooltip improvements.
Refactored decision parameters.
Refactored stack count parameters from int to float for trait-related nodes.
Overhauled combat notifications, we now have an alert when a character enters combat, and additional characters that joined combat will send a message only.
Fixed Makeshift Shelter applying "Had a Poor Sleep"
Fixed Gathering Tree's Fatal removal problem.
Fixed bugged loot crates with wrong rewards.
Fix for overly populating critters.
Fixed characters not being able to find a path to Clay Water Bowls.
Fixed Combat Class training decision.
Fixed an issue at the Relations panel while trying to display a trait with a cooldown.
Fixed an issue that occurs while characters are dropping and picking up items.
Fixed an issue where every newborn was getting "Gifted"
Wishing you all a great weekend. See you next Friday!
Offsprings of the first men welcome back to another #FeatureFriday.
We are getting ready to announce an exact release date for TFM: The First Men! Updates keep coming, we are still polishing the experience, adding new content, and fixing bugs that are being caught by our Discord Champions. If you are eager to join the playtest, access the game before Early Access begins, and help us improve it, please consider joining TFM'S Discord.
Changelog
The old navigation system is being replaced with the new one to improve pathfinding.
Tooltip overhaul for some prerequisites.
All campaign maps now have Visitor spawners.
Haggler is now called Innkeeper and an Entertainer archetype that attracts traveling merchants every few years.
Innkeepers can now build the Inn Hub construction and Meal Table doodads. Other settlers will now come to the table and wait for service. Innkeepers will serve these characters, cleanse their fatals and provide a condition that grants Path Points. Both lavishing inn meal and serving activities produce Amenity. Innkeepers also produce Amenity at the Hub if no one requires service at the tables.
Herbalist is back for Grower instead of having its own Tradition.
Alchemist is now an archetype for Crafter instead of having its own Tradition.
New Constructions: Bookbinder's Workshop, Alchemy Lab.
New Construction: Magnanery; Growers can become Silkfarmers and tend to Silkfarms.
New resources: Brick, Silk.
Bookbinders can now craft Blank Books for other characters to write on.
Herbalist's booster consumables are now transferred to Alchemists.
New decorative flowers for Herbalists.
Fixed "Camomile" typo on all databases.
Humans become Elder at age 50~ now.
Lowered the time it takes to craft Carpenting or Masoning items.
Pottery Hole is now "Brickmolding Pit", Potter is now "Brickmolder".
All ore smelting is now a manual craft for Smelters. Large furnaces allow batch smelting (x5 at once).
Removed charcoal progression of furnaces due to smelting crafts needing charcoal as a cost.
Characters can no longer gain genetics from a skystone twice in their lifetime.
The date tree is now a Resource doodad, not a Finding.
New skills for all craftable armor.
Makeshift Club and Bone Club now have a cooldown skill.
Survivor's Rags and Bone armor now have new skills for threat reduction and extra protection.
Woodcutters now fall down a tree and turn it into a Progress doodad 100/100. They prioritize going for a fallen tree if there are any and reduce its progress; if not, they go fall a new one.
When a fallen tree is struck for the last time, a Grassland Tree Seed is added to the Stockpile.
Growers can now become Foresters.
New construction: Forester's Workbench; allows Foresters to turn Grassland Tree Seeds into Saplings automatically.
All trees now require Saplings as a cost, instead of Grassland Seed.
Forester has a perk that lets him convert Grassland Seed into Saplings.
2 new perks for Philosophers; Renewer & Pacifier. They let Philosophers turn Purifying Essences into Renewal & Pacifying Essences, two consumables that remove Passion or Passion Archetypes from a character.
New construction: Fighters' Grounds. Fighters will no longer practice at a noob training dummy and require their grounds to be built so that they can train there.
New constructions for Guard: Wooden & Stone Watchtowers.
Guarding activity now refreshes the stat-boosting boon upon entering combat.
New perk for Gatherer; Salt Gatherer.
Added RefundCosts node for failed path activities.
Added new notifications for failed path activities.
Added RefundCost to all craft decisions if the character fails to finish the activity midway.
Combined all smithy forging activities into a single parameter decision.
Cooking station now has a proper display name for notifications.
Added outline to stockpile and craft stack count text.
Auto-attack skills do not cost energy anymore.
Auto-attack skills do not apply "-ed" conditions that drain energy.
Injuries no longer drain energy.
Sleeping and Resting decision overhaul.
New constructions for Glassblower and Alchemist (Crafter Archetypes): Glassblower's Workshop, Alchemy Lab.
New resources: Glass, Vial.
Smiths can now craft Steel and Adamantium weapons & armor of all types.
New icons for potion condition effects.
Overhaul for Growing & Tending decisions.
Fixed Pile progression images and overhauled how its decision work.
Fixed a bug that occurs while a character is terminating a decision and facing the wrong way.
Fixed an issue that makes the characters not able to be targeted by others at the combat end.
Fixed an issue of items being unable to spawn as a stack.
Alchemist's potions spawn in the Stockpile as they should now, rather than spawning on the character inventory.
Fixed Shining Blast's interruption chance.
Several decision parameter fixes.
Fixed Archdruid's Tunic's prerequisites.
Wishing you all a great weekend. See you next Friday!
Hello everyone, welcome back to another #FeatureFriday!
Steam Playtest continues with the new update, version 0.4.13. If you are eager to join the playtest, access the game before Early Access begins, and help us improve it, please consider joining TFM'S Discord.
Changelog
New Campaign: Arcadia. A peaceful map emphasizes settlement building for those who do not prefer exploration and combat.
New quest-giving entity for Lindaris; Goldmane Trading Co.
New Item: Summoning Stone: Horse. Our characters can now ride horses!
Cook is an archetype of Gatherer now.
Cooking in Tier 2 is now Medicine and grants the Herbalist passion.
Cooks can now craft a Plainshroom Soup doodad that's refillable. Characters will prioritize it over raw Plainshroom.
Woodcutters can now craft stools.
Woodcutters and Claydiggers can build walls now.
15 new perks for Woodcutters, Rocksplitters, and Claydiggers.
Herbalist is no longer a "Farming" passion as it has its own Tradition now.
New starting cooking recipes for Plainshroom.
All cooking recipes require at least 1 of their main ingredients to show up in the Crafts now.
Explorer Passion is now called Hunter and tries to hunt critters with a guaranteed chance to drop meat if they succeed and haul the meat back to the stockpile.
Hunter combat class is now called Berserker.
Motherhood passion is now called Nursemaid.
Critters now run away and hide inside their holes if they're low on Endurance.
Groundwork for the new passion for all male characters: CARETAKER: "Crafts toys, performs teaching sessions. Prepares infants and children to adulthood by offering them his personalities, passions, archetypes, and perks, when Nursemaids are not tending them.". Shares Nursery with Nursemaids to prepare teaching material and accumulate Unity by default.
Butcher is now a Hunter archetype, opens up with Butcher's Table and butcher's critter carcasses.
Critters now drop a guaranteed carcass instead of meat when killed by Hunters. Hunters bring them back for Butchers.
Children now cry when they need something.
Caretakers now teach children and apply them a stacking trait called "Developing Infant" when Nursemaids get rid of their needs. "Developing Infant" blooms while transitioning into childhood, granting Path Points for each stack.
When characters receive a Fatal trait during combat, they now forget their current remembered worktime activities.
Diviners can craft Bunny Charm now.
Becoming a child only grants 100 Path Points, relying on the Caretakers' and Nursemaids' performance for more.
Changes a couple of downtime weight modifiers to prioritize certain Needs over the others.
Fishing is now a Hunter archetype, can craft Fisher's Tent and Makeshift Fishing Rods. Starts with the spearfishing activity.
Maps now have a resource called Fish Spot.
When someone becomes a Beekeeper, and he's the only one, a Queen Bee item pops up in the stockpile.
Bee Hive Baskets now require Queen Bee as a cost.
Beekeeper's Hut now has a progression and Beekeepers' default activity, "Maintaining Bee Hives" increases this progression when they return from the hives. If it hits 100, a new Queen Bee appears in the stockpile for more hives.
All classes get the weapon crafting perks of Warcrafter associated with their color. (i.e Sentinel gets Spearcrafter & Crossbowyer) But they can only craft scrap versions unless they go for becoming a Coppersmith or more in the future.
Picking Warcrafter now grants the character another 100 Path Points to choose the weapon or armor type it wants.
New resource: Flour.
Wheat/Flour/Bread production & construction cost overhaul.
New item: Woodcutter's Makeshift Hatchet
Moira now modifies triggers with its percentage value, unlike when it added up its total stat value to the trigger.
Offsprings of the first men, welcome back to another #FeatureFriday!
As mentioned last week, we've started another round of Steam Playtest with our Discord champions! Mainly all week has been passed with collecting new feedback, fixing bugs, adding new content, and polishing the whole game.
If you are eager to join the playtest, access the game before Early Access begins, and help us improve it, please consider joining TFM'S Discord.
Changelog
Path perk cost overhaul. New item category: Need.
New filter and localization entries for the new Need category.
New trait category: Desire. Added Desire to the Relations panel. Increased experience thresholds for leveling up stats. Converted old settlement Quest traits to Desire.
Every Sun is 350 Moons now, instead of 150. All life stage timespans are almost doubled now. Adults become elders at about 80~.
Removed Gravel Piles that led Collectors to meet their doom in Lindaris.
Zardas now occasionally sends sinister Apostles to convert humans into their service.
Big Mining/Smelting/Smithing overhaul.
(Crafter) Smelters can now build Charcoal Mound and Smelting Mound.
Smelters can also manually craft Charcoal by spending Firewood and Tree trunks if there's a Charcoal Mound built.
Your Smelters will automatically smelt ores in the Smelting Mound while it has progressed. (same as before, but with upkeep now, it slowly goes away, just like a bonfire)
To refresh the Smelting Mound's progress, they will automatically get Charcoal from the Stockpile and bump it up to 100 when it's about to run out of fuel. For example: to make a character a (Crafter) Coppersmith, you need Copper Lodge, Charcoal Mound, and Smelting Mound simultaneously. He can then build the smithy and start pumping Items.
New character preset: Apostle of Beliar.
Removed the "Flawless" keyword from ore drops.
Ore drops are guaranteed now after mining attempts, but the prices of items will bump in the following updates.
Wraiths now get a preset name.
Moved all item consumption nodes to the end of their respective activities. Characters won't consume their inventory consumables until they get to the end of their activity.
Increased approach distance of "Feeding Chicken" to 2 from 1.
Fixed Mud Water Bowl's description.
Makeshift Shelter now grants a condition afterward that increases Stride.
Small Hut now restores Mind Energy during sleep and grants a condition that increases more Stride and grants Path Point after worktimes.
Hut now restores all stat energies during sleep and grants a condition that increases even more Stride and grants more Path Points after worktimes.
Increased all weapon & armor ingot requirements.
Removed extended tooltips from Pregnant, childhood traits Aspiring Adventurer.
Fixed Scoundrel's Bloodgusher feat where it applied the bleeding to the caster.
Crafting Charcoal now requires Charcoal Mound.
Crafting Purifying Essence now correctly checks if the Shrine is already at 0 Progression before the activity ends to prevent multiple Essence creations.
Smithy construction Endurances are increased.
Increased Animal Feeding activity weights.
Added extra prerequisites and nodes for an attempted fix on Milking Domesticated Cattle and Chicken Feeding.
Upgraded Chicken Coop and Ranch descriptions.
Cultivators can tend industrial crops now.
Herbalists can tend herbs now.
10 craftables for Jewelcrafter: Emerald Ring of Strength, Emerald Necklace of Prosperity, Sapphire Ring of Intellect, Sapphire Necklace of Industry, Ruby Ring of Courage, Ruby Necklace of Influence, Diamond Ring of Piety, Diamond Necklace of Unity, Amethyst Ring of Arrogance, Amethyst Necklace of Amenity, Chromatic Earrings of Energy.
New wooden gate for wooden spiky walls (open/close).
Cost overhaul for metal items.
Mining activities take longer.
Jewelcrafters can get (Copper, Iron, Adamantium) Prospector perks and prospect for gems by spending raw ore.
Overhauled prices and prerequisites of old jewel items.
Motherhood characters can now build a playground for infants if there's a Herbalist's Hut.
Characters no longer get contagious diseases randomly. Nerfed several early game diseases.
Huge Animal Husbandry/Leatherworking/Butchering overhaul. All Hide and Leather armor tiers are now craftable using Sheep Skin and Cattle Skin in Leather Workshops.
Huge crop/meat resource overhaul. All adjectives have been removed from their names, and they're no longer considered "Rare," even though they still have a drop chance. Characters no longer eat anything from fields and only eat from Stockpiles. Wild paths no longer offer food-eating choices.
New resource: Water, collected by Water carriers, cure Fatal Body and drank by characters if needed, usable in other areas. (like filling bowls or bathing)
Changed the slaughtering of domesticated animals behavior. Butchers can now slaughter animals via "(Chicken, Sheep, Cattle) Slaughtering Tools" they craft.
Removed the unnecessary Domesticated trait from Memoria's P.C.
Philosophers' Soul-Cleansing Essence now removes a Quirk at the cost of a permanent -2 Self.
Collectors' Efficient Collector and Hyped Scrounger now affect all blue worktime activities.
Philosophers' Virtue Granter Essence is cheaper now.
Fixed Sleeping in Huts, where the character would sleep and then go to the construction.
Bonfire Plainshroom now provides 2 Path Points instead of 1.
"Communal Growth" lore-keeping quest no longer has a duration.
Changed infants' Nursery roams radius.
Bath House can now be crafted if the settlement has a Stomenason's Workshop.
All campaign maps start with extra items on the stockpile.
Increased Lindaris' starting Amenity, Industry, and Prosperity.
Added Load Last Save and Restart Map buttons to the defeat screen.
Several User Interface improvements.
New "Crying" and "Waiting" humanoid animations.
Continued to improve the Tutorial and the road until the settlement management is completed.
Improved AI's decision-making when selecting skills in combat.
Refactored entity relations and the Relations panel.
Arranged all character prefab's UI indicator positions and reverted to base prefab.
Fixed a problem at the camera zoom levels while initiating a map.
Fixed issues related to the character head-up displays.
Fixed issues in some tooltips showing texts in unintentional sizes.
Fixed several save-related issues.
Fixed an issue that occurs when a character changes its entity but still be shown in the character panel.
Fixed several issues related to the interaction points.
Hello everyone, welcome back to another #FeatureFriday!
More than a hundred thousand of you have added TFM: The First Men to your wishlist, making TFM one of the most anticipated strategy games on Steam - understanding and feeling the great responsibility that we face, with enormous gratitude in our hearts, we are committed to making TFM the best experience possible, and after collecting feedback from the Steam Playtest, we've made the difficult decision to push the launch date for TFM back for a while longer.
We have to consider Steam events and announcements of competitor games while choosing a release date, so our plan now is to announce an exact release date after Gamescom. Thank you so much for your patience, and believe us, the wait will be worth it!
With the changes we have made, we are starting another round of Steam Playtest today! If you are eager to participate, please consider joining TFM's Discord and help us make it a better game.
Until the release, our main goals will be;
The game's tutorial will be enhanced with a storyline to teach all of the aspects of the game.
All of the features and the content of TFM will be translated into Chinese and Turkish.
All of the features of TFM will be translated into French, German, Korean, Polish, Brazilian Portuguese, Russian, and Spanish. Content for these languages will be kept translated during the Early Access while we try our best to add additional languages.
Lindaris campaign will be shaped into a better experience with the additional content.
A new champions survey will be shared with our Playtest participants to collect feedback for high-level matters and hire new mods for our Discord server and Steam Community Forums. So if you want to be a moderator, this is a great time to join our Discord.
Optimizations will continue to provide a smoother experience.
The Early Access Roadmap will be updated and shared with the community before the launch.
Now let's continue with what has been changed this week.
Changelog
Imbecile and Slow traits now also reduce Mind.
Increased Tradition costs of Lindaris.
Increased base weight of visiting a dead settler.
Baths will slowly drain if a character taking a bath gets interrupted.
Seed Collector is now a passion that comes with the Farming tradition, instead of being an archetype of Gatherer.
Heavily increased Gathering activity weights.
Adventurers will gain 1 Influence on each skill cast.
Human default energy consumption is slower now.
AI characters will now check if there's an Unconscious ally before casting Stabilize.
Lindaris now starts with Mounds, 2 Gatherers, and Collectors.
Guards now fend off farmland raiders.
Added offensive critters to Lindaris.
Several new map editor additions to create a better Tutorial experience.
Added a new content function: Apathy. Characters can remove their passions from their tabs now.
Improved tooltips are now more responsive and have the ability to show additional tooltips for the information hidden inside them; Tooltipception!
Improved biome textures for all regions.
Improved the character animations to display combat states.
New loading screen text styles.
Added Restart Game button to pause menu.
Refactored character traits and character appearances.
Fixed an issue that occurs when a character is trying to use a skill with position target type.
Fixed an issue that occurs when a game is saved during it is paused.
Fixed an issue that occurs when the guider highlights are being presented with respective UI panels.
Fixed all issues that occurred after the addition of the tooltipception system.
Once again, we want to thank you all for your support, and we are eager to get you playing TFM: The First Men as soon as possible.
Wishing you all a great weekend. See you next Friday!
Offsprings of the first men welcome back to another #FeatureFriday!
Another week have been passed, while adding a lot of new stuff and fixing several bugs from the playtest, we also wanted to bring the Lindaris campaign back to life and finish it before the Early Access begins. Still working on the new Tutorial, but we are hoping to update the Steam build once again after it is completed.
Changelog
Rebuilding the campaign map Lindaris.
Crafts panel and Stockpile panel now have fully functional filter options.
Implemented several new abilities for the Tutorial.
New loading screens and abilities for properly editing loading screen texts.
Several improvements to the visuals of the User Interface.
Characters with Motherhood can now craft the "Impregnation Salve" item for 250 Prosperity at Nurseries. Sending this consumable to any adult female's inventory will cause her to consume it, travel to a Nursery's 'Birth Spot', and get the Pregnant trait. The infant will still be taken care of by characters with Motherhood.
Memoria and The Vault now start with Chunks of Rocks and Tree Trunks in the Stockpile.
Smooth Plainshrooms and Bonfire Plainshrooms are now inventory consumables.
Characters with Nemophilist now have an increased chance to talk to trees and grant Path Points over time, instead of instantly.
Aspiring Adventure no longer requires Explorer and is now an individual passion that comes with basic adventurer perks.
When Aspiring Adventurer transforms into Adventurer (also a Passion now), old perks are still purchasable and new ones are also unlocked.
8 new perks for Adventurers.
Adventurer buff perks now grant secondary stats.
White personalities no longer grant Fortitude, but Insight instead.
New settlement construction: Sculptor's Atelier.
New settlement doodads: Stone Sculpture, Grassland Hills.
New doodads: sapphire fountain, oil pool, frozen soul cage, tribe banner 123, phoenix ash geyser, gulthiras tree, dragonslayers burial mound, djinn remains, abandoned watch tower, a dwarfs burial chest.
New Item: Gatherer's Sharpened Rock.
New disease: Acid Reflux.
Added puking animation.
Gatherer's Green Breather perk now restores Body Energy instead of removing the Fatal Body and its effect stacks 5 times with intensity.
Smooth Plainshrooms are back. Eating them grants a 3-stacked condition trait that removes the next 3 Fatal Bodies.
Overhauled meat cooking decisions for Cooking Station.
Characters can now cook & craft Bonfire Plainshrooms at the Bonfire construction. It grants a 10-stacked condition trait that provides 1 Path Point after each worktime activity and reduces a stack.
Fighter's Assaulter feat has a new effect: "Entering a combat grants an Endurance regenerating condition over time."
Fighter's Heavy-Hitter feat has a new effect: "Attacks have a small chance to reduce the target's Wit".
Changed all activity prerequisites with "...progressthresholdcheck" to "...withInteractionPointProgressCheck".
Chicken, Sheep, and Cattle no longer automatically receive the Domesticated trait upon building a Chicken Coop or Ranch.
Animal Husbands now have to domesticate Chicken, Sheep, and Cattle (currently only Cattle for test purposes) by taking Grassland Seed (for chicken) or Wheat Stacks (for Sheep and Cattle) from the Stockpile. It's done with a roll, so they'll have to keep trying until succeeding.
Domesticated animals will visit their proper constructions when the process explained above is done and will require feeding by hand from Animal Husbands occasionally. If not fed for a while, they'll return to the wilds and stop being Domesticated. (Herding by Shepherds and refillable, progress-based haystack-type doodads will follow in the future to make things easier for the Animal Husband)
Feeding them will fasten their milk production rate and egg development rate.
Cattle, Sheep, and Chicken now start the game with the "Undomesticated..." trait for easier activity & path targeting, When Animal Husbands succeed in their activity, they transform it with "Domesticated...".
Updated all campaign maps Cattle, Sheep, and Chicken traits with the new changes.
Domesticated Cattle and Sheep can now be properly milked for Prosperity.
Onyx is now called Amethyst.
Fixed Copper Lodge's Tier.
Reduced Mining Industry incomes.
Added outfits and icons to gem items and decision appearances.
Obtaining a combat class immediately grants 100 Path Points to choose the first feat.
Removed Pregnancy from wilds.
Increased Collecting Seed's base weight and having Earthborn increases the weight.
Explorers can now craft Slingshots.
Category overhaul for all consumables.
Implemented the ability to add items to the stockpile from the Map Maker.