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!
