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!
