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TFM Weekly Update 📜 #FeatureFriday-06/10/23

Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːthetreeoflifeː

It's that thrilling time of the week again when we lift the veil to reveal the hard work and passion poured into our beloved game. And let's just say, this week was brimming with changes that not only add depth to the game but promise an experience like never before. ːkrlvlupː

But before we dive in, a note on this week's build update on Steam: although our changelog might suggest a whirlwind of modifications, we've opted to withhold the update for a short while. We've identified a few bugs that need addressing to ensure the quality and smoothness of your gameplay. Yes, patience is the game, but we promise, it'll be well worth the wait! ːreexcitedː

Changelog

Total number of additions implemented this week: 39 ːhappyhfː
Changes made in response to community input and assistance are 49% and marked with ːhappyheartː
(These changes are not live on Steam yet and will be available in a future release)

ːhappyheartː [Feature] Introduced the Divine Favor settlement point, centralizing the settlement's abstract collectibles and phasing out older points.
ːhappyheartː [Feature] Characters now showcase specific animations while looting objects, breaking away from the previously used generic animation. This enhances the immersion by tailoring character appearances and actions during looting.
ːhappyheartː [Feature] Introduced Downtime Activities, reintroducing essential human activities for settlers, ensuring a more realistic settlement simulation.
ːhappyheartː [Feature] Unveiled the "Reroll" feature for Path Rewards and the "Inspire" feature for character progression, both utilizing Divine Favor.
ːhappyheartː [Feature] Pregnancy has made a return! Bonded females now exhibit the Pregnant trait, culminating in the birth of an infant. This new life embodies the genes of both parents, ensuring a continued legacy.
ːhappyhfː [Content] Introduced Poison and injury cure consumables including Venom Cure and Bandage.
ːhappyhfː [Content] Added 2 new chest items: Shadow's Embrace (boosting Shadow damage) and Robe of Cinders (enhancing Fire damage).
ːhappyhfː [Content] Introduced the "Mental" debuff tag, complemented by tagging for 60+ debuffs, 200+ buffs, and 65+ jewelry items.
ːhappyhfː [Content] Expanded the combat dynamics of Khan Oruk and introduced new debuffs with the Curse tag.
ːhappyhfː [Content] Bracers have transitioned to the "Jewelry" category, now identified with the "Bracer" tag.
ːhappyhfː [Content] Rolled out 17 new item drop randomizers with specific tags.
ːhappyhfː [Content] Integrated a weapon tag overhaul, enhancing gameplay depth and strategy.
ːhappyhfː [Content] Introduced new skills like Summon Imp and interrupting flames, expanding the player's tactical arsenal.
ːhappyheartː [Content] New doodads, including the Wooden Privy and Clay Shelter, have been added to enhance the settlement's aesthetics and functionality.
ːhappyheartː [Content] Overhauled build categories, including constructions, crafted resources, activities, and decision parameters. Our aim is to integrate many earlier constructions into the path boxes of the latest professions. The spotlight is on crafting with new constructions primarily focused on crafting and unlocking harvesters as they level up. We're minimizing manufacturing to clarify item tracking and streamline the flow. For instance, a carpenter now fells a tree and directly converts it to Timber, eliminating a separate Woodcutter's role.
ːhappyhfː [Content] Buildables have been simplified with a unified cost type called Construction Materials.
ːhappyheartː [Content] Memoria’s starting landscape now brims with wild thorns that can be cleared. These thorns spawn frenzied critters but also yield valuable resources when cleaned.
ːhappyhfː [Content] Undertook a comprehensive revision of character personalities. Approximately 90% of the older personalities have been revamped to align with the rejuvenated "downtime" activities. These revamped personalities bestow unique bonuses but also introduce new needs for characters, resulting in them partaking in entertaining activities during their leisure.
ːhappyhfː [Content] All meats discovered in world drops are now amenable to cooking through the Cook's path box.
ːhappyhfː [Balance] Rogues now gain XP after using skills with the Rogue tag and have enhanced damage potential with specific weapons.
ːhappyhfː [Balance] Adjusted world item drop rates, refined NPC engagements in Memoria, and revamped various combat encounters.
ːhappyheartː [Balance] Characters will no longer become haunted due to an excess of Settlers' Remains in the stockpile.
ːhappyhfː [Balance] Adjusted combat dynamics with specific NPCs, such as Khan Oruk and Shall, offering a more refined combat experience.
ːhappyhfː [Balance] Summon Wolves skill has been enhanced, now calling two wolves in a single action.
ːhappyhfː [Balance] Adjustments made to the "Rested" buffs, ensuring they also replenish Stamina.
ːhappyheartː [UI/UX] Revamped the Characters panel, introducing Bind and Breed buttons, and enhancing character relationship dynamics.
ːhappyheartː [UI/UX] Upgraded the Characters panel with a focus on relationships, offspring, and the new breed dynamics.
ːhappyhfː [UI/UX] Debut of 162 new icons and 89 UI-specific icons.
ːhappyheartː [UI/UX] Optimized activity, trait, and skill identifiers to enhance tooltip clarity.
ːhappyhfː [UI/UX] Introduced new tags tailored for all consumable items.
ːhappyheartː [Fix] Addressed issues with certain skills' cost indicators and corrected item slot attachments for Tough Helmet and Padded Hood.
ːhappyheartː [Fix] Resolved multiple technical issues, including trait stack count displays, error handling for doodads, and trait application challenges.
ːhappyheartː [Fix] Resolved issues where characters became unreachable in certain scenarios, like when spiders spawned on inaccessible terrains.
ːhappyheartː [Fix] Addressed a host of technical glitches, such as trait stack count discrepancies and doodad interaction issues.
ːhappyheartː [Fix] Rectified the secondary item drop chances for combat gear crafters.
ːhappyheartː [Fix] Corrected the consumption effect descriptions for Gathering Fruit.
ːhappyheartː [Fix] Addressed an issue with Memoria's "Mystery Milk" loot effect.
ːhappyhfː [Fix] Rectified certain thorn placements in Memoria that hindered looting activities.
ːhappyhfː [Internal] Overhaul of several internal systems to streamline gameplay and improve user experience.

https://steamcommunity.com/games/700820/announcements/detail/3664275387883515658

To say we've been busy would be an understatement. From elevating character immersion with specific looting animations to refining our World Map and introducing a more organic and intuitive approach to professions and crafting, our aim has been to create an environment where every action feels meaningful and connected. The rebirth of features like Pregnancy, for example, underscores our commitment to realism, while new mechanics like the "Reroll" and "Inspire" highlight our focus on character development. ːFistpumpː

These are but glimpses of the comprehensive changes we've made, all rooted in your feedback and our vision for TFM's future! ːkrstarː

In closing, while the anticipation builds up for the next update, we urge you to keep those ideas, feedback, and suggestions coming. It's your unwavering support and enthusiasm that drives us to push boundaries. ːreimpressedː

Have a spectacular weekend, and gear up for a transformative TFM experience coming your way soon!

See you next Friday! ːSmallRedHeartː