Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːthetreeoflifeː
Just like every Friday since the beginning of our journey, we're happy to bring you this week's behind-the-scenes look at the work we've been diving deep into for TFM. A lot of exciting changes are being taken place, as always with the aim of refining and enriching your gameplay experience. ːFistpumpː

Since we are knee-deep in working towards our next Major Update, our Steam build won’t be receiving an update yet. There's a lot we're overhauling and re-imagining, and we want to make sure that when we do release it, it presents a thoroughly complete and polished experience for all our players. So, it might take a little while, but we promise it'll be well worth the wait! ːreimpressedː
Now, for a sneak peek at what we've been up to:
Changelog
Total number of additions implemented this week: 18 ːhappyhfː
Changes made in response to community input and assistance are 45% and marked with ːhappyheartː
(These changes are not live on Steam yet and will be available in a future release)
ːhappyhfː [Content] Overhauled early game buildings introducing Core Building progression; achieving settlement milestones now broadens crafting capabilities.
ːhappyhfː [Content] New factions introduced in Memoria: "Ironkin Family" and "Chenoa".
ːhappyheartː [Content] Introduced the Sunwater Well as a reward doodad.
ːhappyhfː [Content] Major content refresh for the Cook profession, redefining all Food items.
ːhappyheartː [Content] Hunter's Tent now includes trap activities.
ːhappyhfː [Content] Introduced 3 new resources: Hone, Gem, and Seeds.
ːhappyhfː [Content] Alchemist & Jewelcrafter now benefit from a clarified level-up threshold.
ːhappyheartː [Balance] Hunters' Stealth form mechanics refined to prevent them from getting stuck when interrupted.
ːhappyhfː [UI/UX] Updated the breed button mechanics ensuring proper cost checks; rectified button interaction and associated cost spending issues.
ːhappyheartː [UI/UX] Constructions without an assignee now showcase a warning icon as an overlay for better user clarity.
ːhappyhfː [UI/UX] Resolved display issues with the inspire button, especially when characters are freshly assigned to constructions.
ːhappyhfː [Fix] Several issues pertaining to the Divine Favor and Inspire processes have been addressed.
ːhappyheartː [Fix] Corrected Vortex Cleaver's identifiers.
ːhappyheartː [Fix] Resolved discrepancies in the item spawn count for the SpawnItemOnGround effect output.
ːhappyheartː [Fix] Addressed an issue where rewarded map objects erroneously showed costs in the Reward panel.
ːhappyheartː [Fix] Multiple issues concerning the claimable main constructions on Map view have been fixed.
ːhappyhfː [Fix] Path reward max stack count calculations have been optimized.
ːhappyhfː [Internal] Underlying system improvements to enhance the gameplay experience.
https://steamcommunity.com/games/700820/announcements/detail/3664275387883515658
In the broader context, we're approaching an exhilarating checkpoint for TFM. Once this major update rolls out, we'll have reached a point where TFM delivers a complete experience. This evolution is a culmination of all the invaluable feedback we've gathered since the beginning of the Early Access. Our journey through early access has been incredible, and seeing TFM grow with your feedback has been nothing short of rewarding. We genuinely can't wait to hear what all of you will think about the new changes and refinements. ːreexcitedː

And what comes after this major update? We're already gearing up to dive into the next phase which includes workshop support, procedural generation, and the polishing stage leading to our full release! The journey toward finalizing TFM's vision is on the horizon, and we're thrilled to have you all alongside us. ːSmallRedHeartː
Have a wonderful weekend, and see you all next Friday! ːgearthumbsupː