TFM: The First Men - Gathering Tree
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːlettuceː

We know many of you have been eagerly waiting for the upcoming major update, and we are happy to say that the version will be ready for testing next week or the week after! ːreexcitedː

This week, we added new constructions, a new profession, and a new resource. We also improved the game's visuals, and balance, and fixed several bugs.


Here's a list of the changes we've made:

Internal Build Changelog
(these will be available in a future release)

ːhappyhfː [Content] New constructions: Pantry, Warehouse, Butchery, Cookery.
ːhappyhfː [Content] New profession: Butcher.
ːhappyhfː [Content] New resource: Meat.
ːhappyhfː [Content] New food: Fine Meal.
ːhappyhfː [Content] Added roof to Cookery construction.
ːhappyhfː [Content] Added a new interaction animation to the Over Earth construction.
ːhappyhfː [Art] New outfits for all jobs.
ːhappyhfː [Art] Increased the resolution of current and recent constructions, painting additional details to improve quality.
ːhappyhfː [Balance] Character trait levels now start from 0 instead of 1.
ːhappyhfː [Balance] When a character's trait experience reaches a certain level, it now resets to zero.
ːhappyhfː [Balance] New food tier replenishment rates: 10/15, 20/25, 30/40, 40/60, 50/80.
ːhappyhfː [Fix] Refactored definition reference replacers for alerts, notifications, decisions, items, paths, and character presets.
ːhappyhfː [Fix] An issue that prevented adding objects to faction stockpiles on map maker has been resolved.
ːhappyhfː [Fix] Fixed an issue with character trait level-up calculation.
ːhappyhfː [Fix] Fixed a problem with the requirement database that caused an error when a popup was launched.
ːhappyhfː [Fix] Another issue with prerequisite database popups has been resolved.
ːhappyhfː [Fix] Fixed a bug in the trait database LevelUpRule field that prevented popups from being opened more than once.
ːhappyhfː [Fix] Fixed a bug that prevented the requirement popup from opening for prerequisite types that have yet to be refactored.
ːhappyhfː [Fix] Fixed a problem that occurred while closing decisions after altering them.

We are confident that these updates will make the game more enjoyable for all of us. As always, we appreciate your feedback and suggestions, which have helped us improve the game over time.

Stay tuned for more updates, and don't forget to join TFM's Discord community to stay updated with the latest news. ːreimpressedː

https://store.steampowered.com/news/app/700820/view/3664275387883515657
Have a wonderful weekend, and see you all next Friday! ːgearthumbsupː
TFM: The First Men - Gathering Tree
Welcome back to another #FeatureFriday, descendants of the first men! ːlettuceː

We hope everything is going well for you and that you are safe. Another busy week here at Gathering Tree as we continue to strive to provide you with the greatest TFM experience possible. We're excited to share this week's improvements and additions with you, so let's get started! ːreexcitedː



ːhappyhfː First and foremost, we are pleased to announce the inclusion of a new building to the game: the Bakery! You may now make tasty baked products for your hungry characters by constructing your own bakery. In the spirit of food, we've added a new dish to the game: the Morning Meal. This filling breakfast dish will get your characters' days started better!

ːhappyhfː We improved numerous game systems by rewriting prerequisites, improving the reference finder in content tools, and reorganizing classes. We improved the Mapmaker faction detail window and resolved issues with prerequisites for character qualities and faction population. In addition, we're improving elements like talents and items and adding new ways for players to advance.



The work for the upcoming version 0.7 continues, and we're excited about all our improvements. We couldn't have done it without the support of our amazing community, so thank you all for your continued encouragement and feedback. We're always striving to improve the game, and we hope you're enjoying the updates. Stay tuned for more, and don't hesitate to join TFM's Discord with any questions or feedback you may have. ːreimpressedː

Have a wonderful weekend, and see you all next Friday! ːgearthumbsupː
TFM: The First Men - Gathering Tree
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːlettuceː

We hope you're all doing well and enjoying TFM. We've been working hard to improve your TFM experience, and we're excited to share some exciting news about this week's additions and what else is coming with the next major update. ːreexcitedː

ːhappyhfː First of all, we've completed the new feature that allows traits to gain experience and level up.

ːhappyhfː We've introduced several new constructions, including the Hunter's Lodge, Paper Mill, Grain Mill, Enchanter's Workshop, Tinker's Workshop, Toymaker's Hut, Scriptorium, Charcoal Mound, Smoke House, Mining Shack, Smithy, Jewelry Workshop, Leatherworker's Shop, Weaponsmithy, Cattle Ranch, Brickmaker's Hut, Armorsmithy, Titanforge, and Artificer's Workshop. These new buildings will allow you to expand your settlement and create even more interesting items.



ːhappyhfː We've also added many new jobs for your characters, including Hunter, Miller, Enchanter, Tinker, Toymaker, Scribe, Burner, Miner, Blacksmith, Jewelcrafter, Leathercrafter, Weaponsmith, Rancher, Herbalist, Brickmaker, Armorsmith, Titanforger, and Artificer. These new jobs will give your characters even more ways to contribute to your settlement.

ːhappyhfː To support these new additions, we've also added several new resources to the game, including Leather, Game, Flour, Paper, Coal, Metal Ore, Metal Ingot, Spice, and Brick. We've also introduced a new food item called Smoked Meal, which will give your characters a delicious energy boost.

ːhappyhfː We've made some balance changes as well, with the Human trait now gaining 1 XP after every activity. We've also made some fixes and refactored some code related to prerequisites, faction perks, and regions.

ːhappyhfː Finally, we've made several improvements to the map editor, so you can now create even more detailed and interesting maps once we finish the Map Editor and release it in one of the future updates.

Please note that these updates will be available on Steam as part of the next major update. We are working tirelessly to release this update as quickly as possible, and we are grateful for your continued support and patience. As always, we welcome your feedback and suggestions for future updates. Please do not hesitate to reach out to us and share your thoughts. Additionally, we invite you to join TFM's Discord community to stay up-to-date on the latest news and connect with other players. ːreimpressedː

https://store.steampowered.com/news/app/700820/view/3664275387883515657
Have a wonderful weekend, and see you next Friday! ːgearthumbsupː
TFM: The First Men - Gathering Tree
Welcome back to another #FeatureFriday update, everyone! ːlettuceː

We are increasingly eager to share the most recent TFM developments with each passing Friday! ːreexcitedː Although we couldn't release a fresh build of the game this week, we've been working hard to improve the game's overall performance and stability significantly. ːreimpressedː



Here's a list of the changes we've made:

Internal Build Changelog
(these will be available in a future release)

ːhappyhfː [Feature] Several additions and improvements for the Map Editor based on Update 0.7 changes.
ːhappyhfː [Content] New Constructions: Fletcher's Hut, Gardener's Hut, Sheep Barn, Transmutation Hut, Shield Workshop, Tailor's Workshop, Masonry, Forester's Hut, Farmhouse.
ːhappyhfː [Content] New Professions: Fletcher, Gardener, Shepherd, Transmuter, Shieldsmith, Tailor, Mason, Forester, Farmer.
ːhappyhfː [Content] New resources: Herb, Fiber, Magic Dust, Fruit, Stone, Grain.
ːhappyhfː [Content] Implemented the new food consumption and energy regeneration flow for the characters.
ːhappyhfː [UI/UX] The assigned workplace information has been added to the character detail panel.
ːhappyhfː [UI/UX] Tooltip improvements for traits with experience.
ːhappyhfː [Fix] Refactored faction techs, weight modifiers, and several prerequisites.
ːhappyhfː [Fix] Removed stack count from items.
ːhappyhfː [Fix] Fixed an issue with alert prerequisites.
ːhappyhfː [Internal] Energy value and energy value type fields have been added to item databases.
ːhappyhfː [Internal] Version 0.7 branch has a new save folder and saves structure now.

We're always striving to make TFM the best game it can be, and we appreciate your continued support and patience. As always, please let us know if you have any feedback or suggestions for future updates, and please consider joining TFM's Discord. ːhappyheartː

https://steamcommunity.com/games/700820/announcements/detail/3664275387883515658
Have a wonderful weekend, and see you all next week! ːgearthumbsupː
TFM: The First Men - Gathering Tree
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːlettuceː


We have a short video for you that shows internal build additions to give you a taste of what's to come!

The old Crafts panel will be replaced by a Build section, where you can choose from a list of constructions to place in your settlement while unlocking them as a basic tech tree.

After placing, you can select your characters and right-click the constructions to assign them to their new jobs.

And your characters will get experience points for their assigned professions as they level up.

You will be able to manage the needs of your settlement by simply allocating people to the relevant professions.

Finally, leveled-up characters will present you with a set of rewards, allowing you to explore a wide range of possibilities and advance your settlement! ːreexcitedː

Changelog

ːhappyhfː [Content] New races: Panda, Giraffe.



Internal Build Changelog
(these will be available in a future release)

ːhappyheartː [Feature] Characters can now be assigned jobs by simply choosing them and right-clicking on the preferred construction!
ːhappyheartː [Content] New campaign map for testing the new content: Fowl Island.
ːhappyheartː [Content] Purged Lifestage traits, Gender traits, and Human from old triggers and effect outputs.
ːhappyheartː [Content] Plainshroom is now a progress doodad similar to Grassland Trees.
ːhappyheartː [Content] Reduced Stamina stat of Humans to 100 from 120.
ːhappyheartː [Content] Overhauled current activity for energy consumption.
ːhappyheartː [Content] Removed most of the old non-tutorial alerts and adapted the remaining ones for the new content.
ːhappyheartː [Content] Added male and female preset Path rewards.
ːhappyheartː [Content] Nursemaid is now an experience trait that offers infants as a reward.
ːhappyheartː [Content] New constructions: Weaponcarver's Table, Training Dummy, Carpenter’s Hut, Coop, Clay Pit, Fishing Hut, Pottery Oven.
ːhappyheartː [Content] New professions: Weaponcarver, Adventurer, Carpenter, Poultryman, Digger, Fisher.
Slowed Human trait’s Stamina drain from -1 per 20 to 30.
ːhappyheartː [Content] Weaponcarver now gets some free simple weapon options.
ːhappyheartː [Content] Stuffed Meal now replenishes 40 Stamina instead of 20.
ːhappyheartː [Content] Added a player party to Fowl Isle.
ːhappyheartː [Content] Purged old Nursery content.
ːhappyheartː [Content] Reduced build costs of T0 constructions by 50%.
ːhappyheartː [Content] Increased JobTime speeds of T0 activities by 50%.
ːhappyheartː [Content] Overhauled experience speed formula dividers to lower the gap between levels.
ːhappyheartː [Content] Added a couple of neutral wolves to Fowl Isle for test purposes.
ːhappyheartː [Content] Character traits with experience now have SpeedEfficiency, EnergyEfficiency, and OutputEfficiency parameters.
ːhappyheartː [Content] Implemented a new notification alert to call the player selecting a level-up reward.
ːhappyheartː [Feature] New graph editor integration for the decision maker.
ːhappyheartː [Feature] New path reward types: Character Preset, Faction Tech.
ːhappyheartː [Fix] Refactored character portraits.
ːhappyheartː [Fix] Refactored map object portraits.
ːhappyheartː [Fix] Refactored map object detail panel to present the new systems.
ːhappyheartː [Fix] Refactored several prerequisites. Removed obsolete references.
ːhappyheartː [Fix] Refactored weight modifiers and conditions.
ːhappyheartː [Fix] Fixed an issue with the new database to prevent problems while presenting character presets.
ːhappyheartː [Fix] Fixed issues with tooltips triggered by the transition.

https://steamcommunity.com/games/700820/announcements/detail/3664275387883515658
Have a wonderful weekend, and see you all next week! ːgearthumbsupː
TFM: The First Men - Gathering Tree
Welcome back to another #FeatureFriday, descendants of the first men! ːlettuceː



Changelog

ːhappyhfː [Content] New races: Bullywug, Tengu, Hoarder.
ːhappyhfː [Content] Changed Ergenekon's Bogwalker race to Bullywug.
ːhappyhfː [Content] The Greedy Lockbox in Memoria now drops after killing a Hoarder in the same room.
ːhappyhfː [Content] Added Tengu boss to the Lindaris' Zardas dungeon.



Internal Build Changelog
(these will be available in a future release on TFM's Playtest beta branch)

ːhappyheartː [Feature] We now have saturation levels for each character thanks to the connection between the game mechanic of eating and the energy mechanic controlling characters' food requests.
ːhappyheartː [Feature] Implemented hungry characters starting eating and consuming food.
ːhappyheartː [Feature] The new path rewards system has been implemented. A new clickable reward box appears when a trait is leveled up, allowing the player to select a reward based on the trait that gained the level.
ːhappyheartː [UI/UX] The character detail panel has been revamped. We now exhibit characteristics that gain experience and character energy.
ːhappyheartː [UI/UX] Refactored character stats. Removed Path Points, Moira, Rigor, Insight, and Fortitude from the game. Stride has been renamed to Movement Speed, Power to Damage Power, Resistance to Block Chance, Perception to Vision Radius, Wit to Cast Speed, and Haste to Action Speed.



As listed above, the work on the next major update is ongoing; we have been reworking old systems and ensuring the iteration runs smoothly. We plan to test the new features with sample content next week and post a video to solicit feedback. Looking forward to hearing what you all think about the changes! ːreexcitedː

https://store.steampowered.com/news/app/700820/view/3664275387883515657
Have a wonderful weekend, and see you all next week! ːgearthumbsupː
TFM: The First Men - Gathering Tree
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːreexcitedː



Changelog

ːhappyheartː [Content] New race: Elemental Lord.
ːhappyheartː [Content] Replaced Ergenekon's "Yanik" scorpion boss with the new Elemental Lord race.
ːhappyheartː [Fix] Prevented Lindaris' waves from receiving overpowered weapons.



Internal Build Changelog
(these will be available in a future release on TFM's Playtest beta branch)

ːhappyheartː [Feature] All components in the new construction panel now have the ability to assess affordability and verify the unlock requirements.
ːhappyheartː [Feature] We can now instantly build new constructions using the new build panel.
ːhappyheartː [Feature] GainProfessionExperience node has been added. As a result, the characters began to receive experience based on their assigned constructions.
ːhappyheartː [Feature] Traits can now accumulate experience and level up. We can also specify how they acquire experience.
ːhappyheartː [Feature] Energy is a brand-new character stat. Energy systems have been removed from the stats. Characters will now consume energy from a single source rather than spending energy on Body, Mind, Heart, Soul, and Self stats, which will be replenished by eating food.
ːhappyheartː [UI/UX] The user interface is updated to reflect new additions and changes.
ːhappyheartː [Fix] Refactored faction points.
ːhappyheartː [Fix] Refactored map maker.
ːhappyheartː [Fix] Refactored trait categories. Removed all categories except; Race, Subrace, Gender, Genetics, Lifestage, Personality, Buff, Debuff, Blessing, Burden, Profession, Feat, and Internal.

https://steamcommunity.com/games/700820/announcements/detail/3664275387883515658
We've been quite delighted to see the new features and changes appear in our internal build. We are happy to report that the development is progressing smoother than we had anticipated, so we may upload a build sooner than expected! ːreimpressedː

Everyone at Gathering Tree is excited to hear your thoughts on the difference! We appreciate all those participating in Early Access and assisting us in improving TFM. ːSmallRedHeartː

See you all next week! ːgearthumbsupː
TFM: The First Men - Gathering Tree
We're back with another weekly #FeatureFriday update, descendants of the first men! ːlettuceː



Changelog

ːhappyhfː [Content] A new bush type for the grassland region has been added.
ːhappyhfː [Content] Improved the quality of shadows on various art assets.
ːhappyheartː [Bugfix] The issue when a character drops an item over a tile that is impossible to walk on has been resolved.

Since the game's Early Access release and the first major update, you've provided us with a lot of input on requests and changes to the game's main flow.

We also had a ton of unfinished ideas for it in our backlog. Hence, as usual, we took your suggestions and incorporated them into our plans, and the foundation for the following major update was created! ːreexcitedː



As the number of characters grows, managing your crafts after giving characters passion becomes more challenging. You'll now have a list of buildings to build first, and you'll be able to assign your characters to these buildings to give them professions. Depending on their professions, your characters will gain experience. And this time, instead of a high-level path reward box, characters will receive awards based on their achievements, so TFM will retain its flavor of limitless possibility.

We will update the playtest branch on Steam and publish an announcement here as soon as these new additions are ready. We look forward to hearing your thoughts and doing our best to get a playable build as soon as possible!

https://steamcommunity.com/games/700820/announcements/detail/3664275387883515658
Internal Build Changelog
(these will be available in a future release on TFM's Playtest beta branch)

ːhappyheartː [Feature] New build panel. Before providing a construction order, players can now select preferred constructions related to their factions from this screen.
ːhappyheartː [Feature] Refactored constructions. They now display their input and outcome items. They also display which characters are assigned.
ːhappyheartː [Feature] Traits can now accumulate experience points and level up. Character professions associated with these traits, as well as their leveling rules, have been implemented.
ːhappyheartː [Bugfix] Refactored entities. They are now being called Factions. We also have a new database for premade factions.
ːhappyhfː [Bugfix] Refactored doodads. Fixed a bug in map maker that caused doodad duplicating to fail.
ːhappyhfː [Other] Removed the craft panel from characters.

Have a wonderful weekend, and see you all next week! ːgearthumbsupː
TFM: The First Men - Gathering Tree
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːlettuceː



Changelog

ːhappyheartː [Bugfix] Fixed innkeepers are not serving guests, while the lowest quality inn packages are out of stock despite the availability of higher quality inn packages.
ːhappyheartː [Bugfix] Fixed duplicate enable autosave choices appearing after closing and reopening the options panel.

As mentioned in a recent update, we have also begun implementing the features that will be available with version 0.7!

With the new build system, we have been reworking the flow of the settlement progression. You can now build constructions without first giving the characters' passions. Right-clicking the characters will assign them to those constructions, and they will begin harvesting or manufacturing the resources.



Instead of a path point, characters will now gain experience in their new professions and be able to get awards based on their achievements. So, in addition to these common resources, you will be able to gain hundreds of other goods, constructions, doodads, and perks via this new variation of the reward system, allowing you to explore the possibilities of character and settlement advancement.

Internal Build Changelog

ːhappyheartː [Feature] Characters can now be assigned to constructions by right-clicking on the desired construction.
ːhappyheartː [Feature] After being assigned to construction, characters now gain a Profession trait.
ːhappyheartː [Feature] Characters now only receive activities relevant to the construction to which they have been assigned until they are hungry.
ːhappyheartː [Feature] Characters now receive experience in their professions rather than path points. Most professions will have their own experience pool and level and will be rewarded based on their concept and purpose.

As soon as these new additions are ready, we will update the playtest branch on Steam and make an announcement here. We're looking forward to hearing your feedback!

https://steamcommunity.com/games/700820/announcements/detail/3664275387883515658
Have a wonderful weekend, and see you all next week! ːreimpressedː ːgearthumbsupː
TFM: The First Men - Gathering Tree
Welcome back to another #FeatureFriday, descendants of the first men! ːlettuceː

Let's start this week's update with the screenshot of BeastMama's Settlement and then move on to the 0.6.1 changelog, which is now available on Steam! ːreimpressedː



Changelog

Total number of additions implemented this week: 26 ːhappyhfː
Changes made in response to community input and assistance are 77% and marked with ːhappyheartː

ːhappyheartː [Content] Changed the Gathering Fruit alert's description to reflect the new leveling system.
ːhappyheartː [Content] The Controller combat feat's trigger now applies the affliction to the target rather than the self.
ːhappyheartː [Content] Ergenekon's visitors no longer fight with critters.
ːhappyheartː [Content] Changed all target types of projectile skills with "Allies" to "AlliesExceptSelf."
ːhappyheartː [Content] 2 New traditions for Arcana's line: Basic Transmutation, Abstract Transmutation.
ːhappyheartː [Content] 3 New adaptations for the followers of domains: Bodily Wisdom, Wet Dreams, Connected Senses.
ːhappyheartː [Content] Added extra information to Mudlarking Tools' description.
ːhappyheartː [Content] Fishtrap Tools & Mudlarking Tools are now blue instead of red.
ːhappyheartː [Content] Ergenekon's Obelisks now grow stronger every 2 suns instead of every sun.
ːhappyheartː [Content] Cattle, Sheep, and Chicken on Campaign maps now regenerate if at least one of their race's characters is alive.
ːhappyheartː [UI/UX] A new sound effect has been added to signal that a construction effort is not taking place because the requisite cost is no longer available.
ːhappyheartː [UI/UX] New Option: Enable/Disable Autosave
ːhappyhfː [Bugfix] Several pathfinding issues have been fixed.
ːhappyhfː [Bugfix] Several craft panel issues have been fixed.
ːhappyheartː [Bugfix] Fixed an issue that occurs while deselecting a map object.
ːhappyheartː [Bugfix] Fixed an issue with the wild blueberries.
ːhappyheartː [Bugfix] Fixed Ergenekon's Main Construction problem.
ːhappyheartː [Bugfix] Fixed an issue with the skill cooldowns.
ːhappyheartː [Bugfix] When the player dismisses a passion from the character, the Alerts system no longer displays the corresponding alerts.
ːhappyheartː [Bugfix] Disabled traits are now considered during activity prerequisite checks for the CharacterTraitCheck prerequisite type.
ːhappyheartː [Bugfix] Fixed the bug that prevented Erlik from dropping Obsidian Ore.
ːhappyheartː [Bugfix] "Picking Gathering Fruit" trait now disappears after finishing the activity.
ːhappyhfː [Internal] Removed unneeded animation states that created a console warning.
ːhappyhfː [Internal] Intensity stack type traits now properly affect SpawnCharacterFromPreset effect output.
ːhappyhfː [Internal] Dwelling DifficultTypes have been refactored into Entities. Improvements to DifficultyTypes - Entity difficulty strings have been placed into localization.
ːhappyhfː [Internal] New navigation system tile blocking changes.

In addition to these improvements and bug fixes, we have been hard at work on the next major update for the entire week. We are excited to finish The First Men's additions and let you all playtest it. We will be using Steam's Betas feature and will notify you all when the new features are ready for testing. Coming shortly are more details; check out TFM's updated roadmap here if you haven't seen yet:

https://steamcommunity.com/games/700820/announcements/detail/3664275387883515658
Have a wonderful weekend, and see you all next week! ːreexcitedː
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