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.
