Thanks in part to your help and contributions, TFM will improve and become its greatest iteration. We've been working all night and day to analyze your suggestions and gather bug reports, and we're now prepared to talk about some of the upcoming and ongoing adjustments and improvements on the way. This will likely be the first of many updates we make throughout early access to inform you about how things stand and our plans.
We want to begin by addressing some of your biggest concerns.
Localizations
We have been developing TFM in light of our Discord Community’s feedback, playing the game using the Steam Playtest feature since December 2021. With the transition to Early Access now, we are getting more feedback, improving the game further. Updating and prioritizing the roadmap is something we have been doing for a while, and the same will continue for at least two more years, with more players joining us every month.
Localizations have been a major request since the first development days. To fulfill this request, we’ve spared time to implement the necessary features first, partner up with a translation team, and start localizing the game in 9 languages, hoping to add more during the Early Access.
TFM is a unique game that depends on constant playtests, iterations, improvements, and additions. Because of this, it is nearly impossible to completely translate it, especially before the development speed slows and the game is in shape everyone is satisfied with.
Even tho our main intention was to make everyone happy, now we understand there were better calls than having language support. We have now decided to remove all languages besides English from the store page. Current translations will be accessible in-game still, and we plan to implement a community translation system after another design iteration to make the gameplay smoother.
Early Game Flow
We know that many things about the early game must be improved. The first thing on our roadmap was adding an extensive tooltip improvement; watching your videos, and listening to your feedback made us include additional improvements to this list.
We will be adding a guide system to the user interface.
Calls will tell you when a game feature needs your attention; you will see this guide, such as a character waiting to use path points or a tradition ready for selection.
New crafts that are ready for production will be displayed similarly. When you choose a new passion for one of your characters, you will be able to see this guide in the interface telling you a new construction ready after your action.
Hints are the next guide we want to implement. We will try a way to help guide you all when you are dealing with multiple selections. This will be an optional feature that can be turned off from the options menu.
Using these features, we also plan to improve the current tutorial, and probably make an additional tutorial map, since we will no longer be thinking about the translations.
Pathfinding Issues
We heard and saw many of your characters constantly blocking each other, especially in combat, and staying under a tree forever without your knowledge.
We've been working on this for a while and are almost ready to roll out a new navigation system to resolve almost all of these pathfinding issues.
More options for Options
This one has also been in our Trello for a while, and wish we had time to implement this before the release or prioritize it; well, we are learning!
We will be adding several new additions to the options, such as; windowed mode support, resolution change, keybinding options, and accessibility features such as switching the primary mouse button.
Pricing
We also wanted to talk about pricing. According to our experience and feedback, TFM provides at least 40 hours of gameplay; some of our community testers have played thousands of hours. We stand by our decision to keep the price at 24.99 USD, even after receiving feedback that it should be reduced. This is a REAL Early Access game, we want players to participate in the development process rather than thinking about reaching a large audience now.
So, if you want a complete experience, please consider purchasing the game in the future.
Furthermore, regional pricing was an issue. Valve updated the pricing matrix last week; like many other games, we wanted to use Steam's default, and the change came too close to our release date to catch us off guard. We hope this will be normalized soon or that other games will adopt the new standards.
Please keep the feedback and bug reports coming, and let us know your thoughts about the changes here or in our official discord.
The community has been incredibly helpful in assisting us in identifying problems and having them reproduced on our end. We have made some changes to assist those having trouble understanding the tutorial.
We're only getting started with the game's support; several fixes and continuous features-and-performance updates are still in the works.
We sincerely appreciate each and every one of your comments and bug reports. Please continue!
Changelog
◆ Several tutorial improvements and fixes. ◆ The wild tab is no longer displayed if the character has no passion. ◆ Added control for the Cage Kid in the tutorial to handle if the weapon thrown to the ground is picked up midway. ◆ New nodes for the Tutorial Narrator decision to prevent path point gaining problems. ◆ Fixed an issue when a character uses an item but does not properly pass data of itself. ◆ Fixed an issue with learn panel’s search feature displaying the incorrect prerequisites. ◆ Fixed an issue that occurred in some items selected in the stockpile.
TFM: The First Men has just been released into Steam Early Access after three years of hard work!
The success of the initial release week will have a major impact on the months and years to come. If we wish to continue working on TFM for a very long time, we must all put up a lot of effort to make the release as successful as we can. ːreexcitedː Join us on Discord if you'd like to help with this!
We want to express our gratitude to everyone who has supported us along the way with their insightful comments, creative ideas, encouraging words, and helpful feedback. Without you, we could not have achieved what we have. ːSmallRedHeartː
◆ Crafts panel hotfixes. ◆ Characters no longer sleep on the ground to cure Fatal; they seek shelter. ◆ All campaign maps start with Bloody Facepaints, Wooden Combs, and Cigarettes in the stockpile. ◆ Added steam login info text and feedback panel tooltip. ◆ Lorekeepers can craft Fatal cleansing tablets based on their Element. Costs a Chunk of Rock. ◆ New outfits for tablet reading activities. ◆ Fixed autosave notification click issue.
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◆ Improved the tooltips to display more about the costs. ◆ The newly added progress bars in the settings menu display how far the translation has progressed. ◆ Implemented the Chinese translations of the content. ◆ Implemented the Turkish translations of the content. ◆ Implemented a coloring feature for the load game menu to display outdated save files. ◆ New soundtrack: Flicker of Candles. ◆ Children can also become Nursemaids now. ◆ Roosters can correctly find chicks to fertilize now. ◆ Increased Farm's Timber cost to 28 and reduced its Endurance to 60. ◆ Removed Mill's Carpentry and Stonemasonry prerequisite. (Still has the material costs) ◆ Farm also works as a Gatherer's Hut if there's at least one Gatherer's Hut in the settlement. ◆ Removed Amenity cost from all visiting merchant items. ◆ Woodcutters, Rocksplitters, and Claydiggers now spend half as much time collecting and preparing their resources. ◆ New trigger effects for Pathfinder and Ravager personality traits. ◆ Wheat is now green instead of blue. ◆ All "X Grower" perks are now unlocked instantly. ◆ Increased Mystical's Moira modifier to +28. ◆ Salt Gatherer now unlocks with Millers. ◆ Filling a Beekeeper's Hut progress now grants 2 Queen Bees instead of 1. ◆ New package stockpile control for settlers before sitting down for an inn meal. ◆ Randomized all wave gear in Lindaris. ◆ Visitors wait a little longer for innkeepers. ◆ New pregnancy outfits for domesticated animals. ◆ Butchery now requires the Ranch to unlock. ◆ New icon for Net. ◆ Wooden Comb now costs 1 trunk. ◆ Removed the "Doodling" activity from Writers. ◆ Removed "Literate" from wild paths. ◆ Increased domestication chances of Animal Husbands. ◆ Renamed Crafter books to Artisan. ◆ 5 new fortunes. ◆ Bonfire is now craftable by Hunters. ◆ All maps start with 3 Firewood. ◆ Domesticated animals now wish to mate every two Suns instead of one. ◆ Added all tiers of fishing rods up to Adamantium. ◆ Removed the ancient dragon from Lindaris. An incredibly powerful Gronn named Oguz the Giant now inhabits the final cave of the southeast dungeon. ◆ New river passage for Lindaris. ◆ 24 new jewelry items for world drops, each with a different castable skill. ◆ 2 New consumables for cooks: Strawberry Jam, Apple Jam. (Vial + Sugar + Crop + Water) ◆ Changed Memoria's bridge with a walkable doodad. ◆ Added StockpileHasItem, StockpileDoesNotHaveItem weight modifiers ◆ Optimizations with the Craft panel are completed; hence the FPS drops while checking the crafts are reduced significantly. ◆ Improved the user interface visuals of the Characters panel and Learn panel’s search feature. ◆ Fixed an issue with character selection if the selected character dies. ◆ Fixed rewards for magic staff items. ◆ Fixed an issue where characters ignored Inn Meal Tables to eat. ◆ We are now removing save file screenshots when a save is deleted. ◆ Fixed localization tooltip issue for some prerequisite types. ◆ Fixed Powerful Frontliner feat's boon duration. ◆ Fixed crafts panel item names localization issue. ◆ Fixed music being stopped when the game is restarted. ◆ Fixed the "Serving Inn Meal Table" activity's control for destroyed items. ◆ Fixed Wingshot's projectile problem. ◆ Fixed an issue that occurs when right-clicking the stockpile button while playing some of the custom maps. ◆ Fixed giving assignments to the wrong character when a production order is selected from the crafts panel, canceled by pressing ESC and giving another production order to another character from the character’s craft panel. ◆ Several fixes for the believer traits. ◆ Fixed Iron Skin's prerequisites. ◆ Fixed Scoundrels' Tent prerequisite.
◆ New Paths and Crafts search function for the Learn panel. ◆ Adaptations overhaul. ◆ Now both suns & moons and real-time are displayed for tooltip durations in-game. ◆ Adult trait now lasts for 52 Suns. ◆ New visuals for Earth Shrine and a new Practice Field construction for Geomancers. ◆ Leader orders can now be given to children. ◆ Any Collector can now obtain Mithril Miner with at least 15 Minds. ◆ Trade offers can only be seen in the Innkeeper's Crafts panel. ◆ Innkeepers can now craft an item called Inn Package. It has five quality tiers (Poor to Exceptional). They can only serve people waiting with Inn Packages in the stockpile. Each package requires certain craftable items based on their quality. Foreign customers pay more Coins based on the quality of the package offered by the Innkeeper. (4-18) (always tries to serve the better) ◆ Fishing Rod is now a trinket. ◆ Merchants now arrive with fancy clothes. ◆ Trappers now also receive Critter Skin from traps. ◆ Reduced Leather Workshop's Endurance significantly. ◆ Durable Cap now also grants +26 Endurance. ◆ Bloody Facepaint now lasts longer for more Influence generation. ◆ Stat modifier changes to Prayer blessings of Domain believers. ◆ Children can now visit Inn Tables to fulfill their needs with packages. ◆ Innkeepers no longer need to serve all customers before collecting their gold from the ground. ◆ New practice field for Hydromancers. ◆ Raidrunners changes. ◆ Needs merchant now sells Poor Inn Package. ◆ Domesticated Animals can mate and produce newborns now. ◆ Inn Hub now comes with 12 packages, and the Poor Inn Package requires Plainshroom instead of Sauteed. ◆ Increased Merchant and Visitor spawn chance. ◆ Nursemaids can become Lorekeepers. ◆ New craft activity for Inn Package crafting and reward stack changes. ◆ Rocky Speech Platform is now black. ◆ Added Magnanery prerequisite to all Starcloth tailoring craftables. ◆New practice constructions for Pyromancer and Radiancer. ◆ Hunters now also haul Bones. ◆ Removed "Goblin in a Box: Philosopher" ◆ Added Clay resource to Goldmane's shop in Lindaris. ◆ Clay, Chunk of Rock, and Tree Trunk resources are cheaper in Goldmane's shop. ◆ Reduced Fortune Tellers' injury chance to 5%. ◆ New archetype for Herbalist: Brewer. Comes with a doodad called Herbalist's Cauldron. ◆ Three craftables for Brewer: Chamomile Tea, Strong Chamomile Tea, and Meadow Breeze. ◆ New practice construction for Shadowmancers. ◆ Price reduction to Leader craftables. ◆ Characters prioritize sitting spots over inn meal tables now. ◆ Asking a leader for advice now applies a condition called "Leader's Advice" that improves Path Point generation on further worktimes. ◆ Unifier now goes away after picking it. ◆ New icon for Whimsical. ◆ Cost reduction to "X Grower" perks. ◆ Restored 5 Tree Grower perks for Foresters. ◆ Sleeping quarters now reward the right energy replenisher trait. ◆ Reduced Ranch's Endurance. ◆ Doubled the duration of domesticated animals being undomesticated after not being fed. ◆ Increased domesticated animal feeding activity weights. ◆ Refactoring Crafts panel. ◆ Injuries are no longer permanent, and all fortune chances have been reduced. ◆ Fixed Solid Leather armor having the wrong cost. ◆ Fixed an issue that makes the characters pass their assignments to another character. ◆ Fixed an issue where settlers could only visit the small inn tables to ask for service. ◆ Fixed Stone Sleeping Quarter's prerequisite where it needed Brickmolder's Workshop wrongly. ◆ Fixed wrong stat prerequisites of several items.
◆ Game Save version has been updated. To play previous versions, you can always use Steam Library > TFM > Properties > Betas and opt-in to your desired version. ◆ Renamed "Gold Piece" to "Coin". Lindaris, Memoria, and Arcadia now start with 450 Coins in stock. ◆ Domain clerics can now craft an impregnation salve that guarantees their element. ◆ New Need items for Entertainer to cleanse Fatal Self; Bone/Rock Playing Dice. ◆ New Need item for Fortune Teller to cleanse Fatal Self and get a Fortune trait: Stone Tarrots. ◆ Nailclipper, Wooden Comb, and Playing Dice now grant a condition along with Fatal cleansing. ◆ Added all tiers of Clean and Amused traits for Need items. ◆ Inn Hub now attracts foreign customers and merchants by default. Removed the perks that trigger these events. ◆ New doodad for Innkeeper: Dice Table. ◆ Grower's Grove now costs Clay & Trunk, and the new prerequisites are Water Well and Gatherer's Hut. ◆ Self-critical personality trait now has a 5% chance to apply Fatal self instead of 10% and grants 2 Amenity. ◆ Removed costs from all passions and archetypes except for the Leader. ◆ Non-Adventurer characters get half as less Power reduction. ◆ New craftable to Hunters for fatal cleansing; Bloody Facepaint. ◆ Arcadia's sand spots are closer to the waterfall. ◆ Added new outfits to Fortune traits. ◆ Human's Endurance modifier has been increased to 61 from 42. ◆ Memoria's rocky cliffs are no longer visible through the fog. ◆ Goblin circles are smaller now. ◆ Refactoring Crafts panel and underlying systems. ◆ Map object dismantle flow removed from the game. ◆ Fixed Serfdom's condition not triggering on certain crops. ◆ Fixed characters not being able to dig sand in Memoria. ◆ Fixed an issue that disallowed characters to visit Bonfire if they had more than 1 Fatal Heart. ◆ Fixed autosave file limit issue.
◆ Removed all previous traditions and incorporated their passions into settlement prerequisites, allowing the player to unlock them more naturally. ◆ 5 new traditions: Earth Domain, Water Domain, Fire Domain, Light Domain, Shadow Domain. The traditions panel now unlocks Clerics for domains and upgrades their faith. Clerics channel energy from their shrines to create essences like the old Philosopher and turn them into tenets to convert other people to their faith or craft consumables for them to consume. ◆ Removed Philosopher from the game and incorporated its activities and consumables into the Light Cleric passion. ◆ New constructions: Earth Shrine, Water Shrine, Fire Shrine, Light Shrine, Shadow Shrine, Claydigger's Pit, Rocksplitter's Hut. ◆ New trait category: Faith. Characters can now become believers of an unlocked Domain by reading Tenet Tablets of a domain. ◆ Fixed the Tradition cost of all maps to 750 and changed the formula for its growth accordingly. ◆ Removed starting stockpile Pacifying and Renewal Essences from all maps. ◆ Rocksplitting, Woodcutting, and Claydigging decisions now visit their construction first before choosing a doodad, to always aim for the nearest one. ◆ New trait categories: ConditionFortune, Order. ◆ Hierarchy is now a T1 tradition; its name has been changed to "Leadership." ◆ A new archetype for Diviner: Fortune Teller. ◆ New Construction: Leader's Tent. The only settlement leader plans to accumulate Influence and can craft Order consumables to force other settlers to perform certain activities. (Woodcutting, Rocksplitting, etc.) ◆ New Construction: Fortune Teller's Booth. Fortune tellers can tell the fortune of other settlers, cleanse their Fatals and grant them a random fortune condition trait. ◆ New construction: Stone Sleeping Quarters. ◆ New construction: Woodcutter's Hut; Woodcutters now bring the trunk from the tree to the Hut and split it there before stocking it. ◆ Restored 2 recipes for Cook's wilds; Poached Spider Eggs and Meadow Fruit Bowls. ◆ Guards no longer clear their downtimes for Radining Critters, and the trigger has a 2 minutes cooldown. ◆ Soothsaying Point is now called Diviner's Cauldron. ◆ Overhauled Woodcutting activity to incorporate the Hut. ◆ Removed downtimes: Hyping Up, Organizing Home, Chilling. ◆ New weight modifiers for all personalities. Element, Aptitude, and Faith traits of a character now double the weights of personalities with the same color. ◆ A New Beginning now generates 1 Path Point every 10 moons instead of 6. ◆ Human settlers now gain Path Points after Path & Item Craft activities based on the activity's tier. ◆ Removed Healthy Womb condition. ◆ Renamed Blank Scroll to Blank Parchment. ◆ Increased weight modifiers of all auto-attack skills by 50. ◆ Removed the activity hard-focus from Water carriers. ◆ 5 New traditions: Geomancy, Hydromancy, Pyromancy, Radiancy, Shadowmancy. ◆ 5 New combat classes: Geomancer, Hydromancer, Pyromancer, Radiancer, Shadowmancer. ◆ All tiers of wands and staffs of all magic schools are now craftable. ◆ Believers of faith can now go and pray at their shrines to cleanse fatal traits and get a beneficial condition. ◆ 4 new crops (already unlocked) for Grower: Cabbage, Carrot, Turnip, and Celery. ◆ Cost overhaul for several constructions; Baths, Huts, and Houses. ◆ Faith traits can now be seen in the Characters panel. ◆ New tradition; Arcana. All magic schools have it as a prerequisite. Unlocks the old Diviner and the Arcanomancer adventurer class. ◆ Diviner is now a gray passion and generates both Unity and Amenity. ◆ Removed the Sculptor passion archetype temporarily. ◆ Bonfire no longer cleanses Fatal Self; only Fatal Heart. ◆ Removed starting fruit trees from Lindaris. ◆ Lindaris' Depthcrawler now starts next to the Gathering Tree and has no Elven protectors. ◆ Devious personality trait now has a chance for both of its effects. ◆ Lorekeeper is now a Caretaker archetype. ◆ Foresters now craft their Saplings manually through their Crafts panel. ◆ Depthcrawler can no longer be dragged around, and his Haste and Power have been reduced. ◆ Depthcrawler is now alone. ◆ Crating Linen is now a craft option. ◆ Entering a portal in Raidrunners now moves the camera to the characters. ◆ More rocky cliffs and "A New Beginning" for Memoria's starting settlers. ◆ New construction: Hunter's Tent. Hunters now visit their tents for hunting and carcass-hauling activities. ◆ The Butcher archetype for Cook now requires a Hunter in the settlement. ◆ Butchers now craft a "Critter Skin" after butchering a critter carcass. ◆ New craftable "Order" for the Leader passion: A Fresh Start. Removes all passions and archetypes, granting 100 Path Points for each. ◆ Removed the Ritualist archetype. ◆ New construction for Gatherers to prepare their gathered crops before bringing them to the Mound: Gatherer's Hut. ◆ 5 new tool craftables for Gatherer: Makeshift/Copper/Iron/Steel/Adamantium Sickles. Grants extra crop yields on each tier. ◆ New craftable for Leader: Encouragement: Faster Feet. Grants temporary Stride to all settlers. ◆ Nursemaids' Graceful now grants 1 Unity instead of 3 per stack. ◆ 2 New stackable perks for the Leader passion; Encouraging Leader: Grants bonus experience to all settlers when they finish activities. Caring Leader: Characters with Fatal Hearts can now talk to their Leader for advice, cleansing it and receiving a Path Point accumulating condition. ◆ New doodad for Leader: Leader's Horn. Unlocks when Encouraging Leader perk is maxed out, allows the Leader to craft Encouragement consumables that boost all settlers at the same time temporarily after yelling them through the horn. ◆ 5 new childhood personalities, each tied to an element: Body/Mind/Heart/Soul/Self Manifester. ◆ Only 2 characters can utilize a crafting table at the same time now. ◆ New construction visual for Brickmolding Pit, now called Brickmolder's Workshop. ◆ New resources: Plant Fiber, Light/Medium/Heavy/Thick/Solid Leather. ◆ Gatherers now also bring 1 Plant Fiber for every crop they gather. ◆ Increased Trappers' trap resetting activity weights. ◆ Weavers, Tailors, and Leatherworkers are now faster to reach in the early game. Weavers can turn Plant Fibers into Linen, and Tailors can turn Linen into starting items. The main plan is to remove automatically given clothing from all passions and archetypes and have them be craftable for Tailors and Leatherworkers. ◆ Butchers now craft Critter Skins out of carcasses, and Leatherworkers can turn these into Light Leather to craft starting items. ◆ 60 new bindable cloth items for all magic schools. ◆ Cost, tier, prerequisite, and description changes to several old "Tradition Passions" and their craftables to give the early game more choices. ◆ Fixed Brick Sleeping Quarters' interaction points. ◆ Fixed the Shrine of Waters' color problem. ◆ Fixed non-believers visiting Shrines. ◆ Fixed Efficient Gatherers' Prosperity income amount. ◆ Fixed Patient's Path Point trigger. ◆ Fixed woodcutting and rocksplitting activity triggers. ◆ Rocksplitting and Woodcutting decision animation fixes. ◆ Implemented the autosave function. ◆ Refactored item prerequisites. ◆ Fixed an issue when the continue playing button clicks after a victory. ◆ Fixed several issues with the feedback panel. ◆ Fixed an issue when the selection box is in use, and the game is trying to be paused. ◆ Fixed several tool prerequisites with wrong "Smithy" prerequisites.
◆ New constructions: Grower's Grove: Growers start with it, and field plants now get unlocked after the construction is placed. All trees are now tied to Forester. ◆ Grower characters now visit their respective constructions before starting to tend crops. (Grower's Grove for plants, Forester's Workbench for trees, Herbalism Hut for herbs) ◆ 5 new craftable Need items for Butchers; Smoked <Bird, Reptile, Bug, Poultry, Sweetwater Fish>. ◆ Crafted Timber now comes with 2 stacks and requires 1 Tree Trunk. ◆ Crafted Stone Block now comes with 2 stacks and requires 1 Chunk of Rock. ◆ Crafted Brick now comes with 2 stacks and requires 1 Clay. ◆ Carpenters, Stonemasons, and Brickmolders now unlock for Artisans if there's a collector of their type and a Crafting Table in the settlement. ◆ Warcrafter's weapon and armor-type choices are now wild. ◆ Carpenters' road lights now require a wild path to unlock and have a vision radius of 5. ◆ Masonry and Carpentry activities now correctly target the Industry Mounds. ◆ Added interaction points to The Arcadian Gate, which no longer requires Gathering Fruits. ◆ Refactoring tooltip prerequisites. ◆ Fixed the character panel’s trait container size. ◆ Fixed an issue on some map objects not correctly spawned in the correct entity. ◆ Fixed an issue on skill cast indicators when their caster is dead. ◆ Fixed an issue when a character dies while the player uses the selection box on that character. ◆ Fixed an issue when the player chooses to continue playing after a victory screen.
◆ Tutorial region now has 3 rescuable characters above the Gathering Tree. ◆ Teretha receives Nursemaid after choosing her first passion in Tutorial. ◆ Reduced the font size of notifications. ◆ Stonemason's Workshop no longer has a "shop" category. ◆ The New Beginning trait now generates 1 Path Point every 6 seconds instead of 3 every 60. ◆ Reduced the font size of the top bar menu text fields. ◆ Characters panel is now being displayed with the trait toggle enabled. ◆ Refactoring prerequisites. ◆ Refactoring map object production. ◆ Dead characters are now being removed from the highlight box. ◆ Fixed issues that occur while characters are looting several items. ◆ Fixed activity issues for several consumables. ◆ Fixed an issue when a character dies while the player looks at the Crafts panel. ◆ Fixed a problem when a character attempts to move a construction the player had placed when the game was saved. ◆ Several tooltip fixes. ◆ Several typos were fixed for descriptions.
◆ Game Save version has been updated. To play previous versions, you can always use Steam Library > TFM > Properties > Betas and opt-in to your desired version. ◆ Pregnant women now have a chance to deliver Twins and Triplets. ◆ Removed point costs from map objects and item crafts. ◆ Beekeepers can produce Beeswax after gathering Honeycombs from hives. ◆ Lindaris terrain changes. ◆ Lindaris' Stormbeards now has a mercenary camp that offers Elven Archers. ◆ New trigger effects for personalities: Merciless & Sophisticated. ◆ Writers' Stand now requires Chunks of Wood instead of Timbers, and the Writer's passion has a new "Doodling" activity to gain Unity. ◆ Characters without a passion can't become writers. ◆ Characters in Arcadia now have a Subrace trait called Arcadian. This allows them to craft The Arcadian Gate to see the victory screen. ◆ Removed Medicine tradition. ◆ Crafting is now a T0-starting tradition. ◆ Alchemist passion is now unlocked with the Alchemy tradition. ◆ Removed all "Apathy" traits. ◆ Tooltip and stack type overhaul for passion traits. ◆ Crafter is now called Artisan and costs Industry. ◆ Cost and prerequisites change for several crafts & path choices. ◆ Jewelcrafter archetype now requires Coppersmithy instead of Copper Lodge. ◆ Swashbuckler's Souvenir is now a craftable trinket for Jewelcrafters instead. ◆ Increased Copper Lodge's costs due to Artisan being an entry passion now. ◆ Nursemaid and Caretaker now cost 50 Unity. ◆ Warcrafter no longer grants bonus 100 Path Path points. ◆ Veys Efendi improvements. ◆ Early Lindaris waves got a very slight increase in difficulty. ◆ Blood Transfuse skill now increases Power at the cost of Endurance. ◆ Rocksplitter and Woodcutter copper tools now correctly require Coppersmithy. ◆ Timber no longer has an Industry cost. ◆ Collector tools now grant extra resource items rather than settlement points. ◆ Glassblower now unlocks with Alchemy for Artisans. ◆ The following perks are now Wild: Hyped Scrounger, Trunk Heaper, Heavy Lifter, Firewood Collector, Rock Heaper, Split Burster, Crew Splitter, Rockhead, Mindful Cracker, Potent Digger, Foodlarking, Clay Heaper, Mudcharger. ◆ New wilds for Woodcutter, Rocksplitter, Claydigger; Crafter: Wooden Stools, Crafter: Wooden Walls, Crafter: Communal Wooden Shelter, Crafter: Communal Rock Shelter, Crafter: Communal Clay Shelter. ◆ New stackable tab perks for Woodcutter, Rocksplitter: Competent Cutter, Skillful Splitter. ◆ Claydigger's Mudbrain perk now has a 5-stack reward. ◆ Bards now inspire other settlers after their poem recitations, increasing their Path Point accumulation after worktime activities. ◆ Several UI click and hover updates. ◆ Implemented new feedback sounds for UI. ◆ Increased "Idle" activity weight. ◆ Prerequisite changes to several desires. ◆ Refactored prerequisite system. ◆ Fixed Ate Dates activity controlling Bananas wrongly. ◆ Fixed issues that occur while enemy characters are engaging each other. ◆ Fixed Sentinels' Hall's interaction point problem. ◆ Fixed unhandled prerequisite types for relevant definitions using related prerequisite subtypes on prerequisite fields for definition databases. ◆ Fixed an issue where rock huts make characters sleep on the ground. ◆ Fixed the main menu’s background click issues. ◆ Removed outdated party count indicator from the draft party button. ◆ Fixing fish spots of Lindaris.