Community Update
We were forced to rewrite parts of the saving and loading system to make certain improvements to the game, and thus old saves will NOT be compatible. You will therefore not see unsupported save files in your list of games to load. We apologise for the inconvenience! In the future, if you want to avoid this problem, you can always turn off automatic updates of the game through Steam, and wait to update the game until you are confident that you won't need to load any old save files anymore. We will do our best to inform you when new updates break old save files.
This is the second "general improvements" update since we launched TFC into Early Access. Your feedback has been fantastic! We're very excited about this update. Of course, we can't get through all the feedback at once, but we decided to take some extra time to go through as much as possible, before moving on to new content. We try to respond to most feedback, and if we haven't looked at your suggestion yet in this update, we still take notes. We'll keep making these types of general improvements even as we shift more focus towards new content.
At the same time as we've worked on this update, we've also been laying out a comprehensive road map for future Major Content Updates, which we'll upload during Early Access as well as past 1.0. You think we've included all our best ideas already into TFC? Think again! It's safe to say that we'e thrilled to start working on it all! Expect a much heavier focus on new features and content moving forward from this update. We're not quite ready to share our plans yet, but stay tuned for more on this!
Now, let's get into the nitty gritty of this update!
The high-level pathfinding worked well for the most part. Until it didn't ... the red arrow in the image below shows what could happen in certain cases.
What's more important than decent pathfinding in an RTS game? Therefore, we decided to completely rewrite the high-level pathfinding. The new system is more robust, generally leads to more optimal paths, and it even comes with performance improvements. The green arrow in the image above shows the path a villager will take in this version.
This problem could make the game constantly hick. The high-level pathfinding system would be told that a battering ram could get through to the watchtower in the walled-in area, and so it would proceed to find a path. This meant that the pathfinding would continously search the entire map for a path that would never be found, using up a lot of uneccessary resources. This would happen with battering rams against partly walled in areas, so it was fairly common for example against the last hordes in Horde Mode, after they successfully sieged down some of your walls.
In this version, the pathfinding will be correctly told a path doesn't exist straight away, and so the game will handle this thereafter; only using minimal resources to take care of these cases!
Before, garrisoned units always spawned at the bottom of the building, even if the rally point was set eg. to the north. Now, units correctly spawn towards the direction of the rally point.
The red arrow shows what would happen in 06970, whereas the green arrow shows what will happen in 06990.
Another side-effect of the new pathfinding is that villagers will walk more optimised paths to delivery points. Villagers had a tendency to deliver resources to the bottom side of buildings, which is no longer the case. This improvement might seem negligible, but we've found the difference makes such an impact on resource gathering speeds that we did some re-assessments of these!
If an attack animation was interrupted by changing focus to another unit, and the projectile was yet to be launched, this would make the unit idle for the rest of the attack animation, which meant losing almost an entire attack. In this version, the attack animation will reset immediately if the attack trigger (firing the projectile) has not yet happened. This generally makes changing unit to focus much smoother. Overall, this makes ranged units more fun to use!
This has been a long-awaited community request, as previously you would have to remember the placement of animal flocks after scouting the map. Now the game remembers for you, adding another mechanic to the game that helps you stay on top of things.
Here you can see a mouflon flock in fog of war. When assigned to hunt for the mouflons, the villagers will automatically move to the flock and look for meat to skin or animals to hunt. If there are none left, the villagers will move to the flock position and idle.
If you click on it, the camera will move to the battle location. We said we would figure out a hotkey for this, but we haven't found a good solution yet that doesn't break the current hotkey scheme. We'll aim to tackle this as we rework and add customisable hotkeys in a future update.
We've changed the position of all the elements in this panel, such that all the resource stock boxes are next to each other. This should make it somewhat easier to read.
Since meat can, and fruit cannot, be delivered to a resource camp, we needed to add a distinction between meat and foraged (or farmed) food. The new meat icon indicates if your villagers have been hunting for food and are therefore carrying game.
We've added an additional zoom in level. To achieve this, we've seperated the zoom in and zoom out buttons. And! You can now use the middle mouse scroll wheel to zoom in and out.
This change is part of our goal to streamline the game. When looking for a new farmer, you don't have to make sure he or she drops off any resources at a delivery point anymore. Just order him or her to make the farm, and the game will no longer penalise you by removing all the resources the villager was carrying. This will only work for the villager actually constructing the farm. Other villagers helping out but not becoming a farmer will not have their resources automatically delivered.
It used to be RMB, but we decided to swap this, in order to align the controls more with traditional RTS conventions. RMB is now used to cancel attack move. The same is the case for the 'Repair' command.
ESC now cancels all command actions like placing a building, and resets selection of tile, building, resource, unit and units. In addition - Can close in-game Settings panel by pressing ESC - Additional hotkey for closing Technology Tree is ESC - ESC is no longer a hotkey for opening in-game menus
Instead of only food gathered. Also, villagers and warriors count titles have changed to "Villagers trained" and "Warriors trained" to make it more clear what these numbers mean.
- Showing error message in building view when there is no space around a military training building for a unit to spawn - Skirmish AI is even more aggressive on gathering food during starvation - Skirmish AI will now attempt to protect resource camps outside its immediate base - Skirmish AI will no longer make any buildings that don't contribute to gathering resources while starving - If a Village Center rally point is set to a farm then newly trained villagers will automatically find the closest empty farm to take over - In-game chat box opens on key down instead of key up - Description of Elite Heavy Axeman in tehcnology tree is more precise - Save games are ordered by creation date instead of alphabetically - Enemy buildings show in fog of war in the minimap - Spectators can see all player chats
This is the first update since the EA release with substantial balance changes. We've played lots of games, talked to the community, and followed the last 2on2 tournament closely: https://store.steampowered.com/news/app/1674820/view/3228530086577059201 Even before the tournament started, we saw clear indications of a meta emerging: all-in on slingers early and never any Palace being constructed! This update attempts to fix the lack of variety caused by this meta.
- Nerfed all-in Slinger rush as it turned out to be overwhelmingly hard to hold out against - Nerfed Sappers as they could just bulldoze themselves into the enemy base and take out Village Center - Nerfed Watchtowers as they are cheap and were too overpowering as an offensive construction - Adjusted movement speeds so it's harder to kite Heavy Spearman - Reduced Palace costs so it's easier to transition from early game when opponent all-ins pre-Palace units - Fixed "broken" Marketplace
In addition, we've made it clear exactly which units benefit from the Copper Helmet and Bronze Helmet furnace upgrades.
- Slinger base ranged attack damage is 6 (from 7) - Slinger training time is 15s (from 12s) - Slinger has 2 base siege damage (from 3) - Lead bullets no longer provide slingers with extra ranged attack and vision ranges - Lead bullets provides +1 siege damage to Slinger (from +2) - Sapper deals 12 base siege damage (from 15) - Sapper has 6 base movement speed (from 8) - Elite Sapper gains 4 extra damage against defensive structures (from 6) - Javelinman has 6 base movement speed (from 7) - Heavy Spearman has 6 base movement speed (from 5) - Heavy Axeman has 170 hitpoints (from 160) - Battering ram has 3 armour against ranged attacks (from 4)
- Improved Woodcutting increases villager wood cutting speed by 30% (from 60%) - Bronze Smelting costs 6 knowledge points to unlock (from 5)
- Palace costs 150 food, 150 clay, 150 wood (from 200 food, 200 clay, 100 wood) - Watchtower has 225 hitpoints (from 250) - Watchtower has 0 base siege armor (from 1)
- Foraging gathering rate is per 2.3s (from 2.4s) - Skinning animal rate is per 2.5s (from 2.3s)
- Gazelle has 10 hitpoints (from 20) - Mouflon has 20 hitpoints (from 30)
- Trade 10 food for 15 metal (from 15 food for 10 metal) - Trade 10 metal for 20 food (from 10 metal for 25 food)
We haven't fixed any game-breaking bugs, as we didn't find any, apart from the pathfinding issues described earlier. We have therefore tried to fix as many minor ones as we could. - Description of Resource Camp now mentions bricks as a resource that can be dropped off there - Fixed that "lack of housing" could show even though a unit was successfully in training - Attacking an animal from a garrisoned Watch Tower no longer sets rally point - Logo fades in correctly after leaving multiplayer lobbies in all resolution setups - Toggling idle villager hotkeys no longer work while in attack move, place building or similar states - Unit shadows render on top of farms - Scout deals full damage to animals - Clicking anywhere in multiplayer room will no longer submit chat text - Joining a multiplayer room at the same time as the host starts the game no longer leads the game to crash, and an error message will say "Game has started!" - Fixed graphical glitch that happened when a projectile like an arrow hit Battering Ram - Removed several memory leaks - Ordering villagers to construct village center very soon after placing the building no longer causes issue - Fixed a crash that could happen late game in rare cases in Skirmish Mode - Selecting an empty control groups deselects the bottom HUD correctly - Can no longer select Tribe unit if added to control group with SHIFT+NUM and if tribe is moving towards Village Center - Palace starts with 10 hitpoints upon placement (from 1) - Elite Sapper deals correct damage to walls - Fixed a rare crash that could happen when villagers delivered resources - After hovering building production tooltip and then pressing NUM to select a saved group of units, the tooltip will disappear - Holding SHIFT while placing Palace or Wonder no longer lets you place multiple of these buildings - Fixed issues with "go back to gather resources" command - Units will no longer in some odd cases reach target "one node early" - Fixed that in rare cases the Tribe unit would not disappear but move to the bottom side of Village Center and idle after placement of Village Center instead - Unit selection circle shows when unit is standing on a farm - After saving a game buildings will no longer show as in construction after rediscovering them and then moving away
[ 2022-06-08 14:11:56 CET ] [ Original post ]
Important regarding save games!
We were forced to rewrite parts of the saving and loading system to make certain improvements to the game, and thus old saves will NOT be compatible. You will therefore not see unsupported save files in your list of games to load. We apologise for the inconvenience! In the future, if you want to avoid this problem, you can always turn off automatic updates of the game through Steam, and wait to update the game until you are confident that you won't need to load any old save files anymore. We will do our best to inform you when new updates break old save files.
About this update!
This is the second "general improvements" update since we launched TFC into Early Access. Your feedback has been fantastic! We're very excited about this update. Of course, we can't get through all the feedback at once, but we decided to take some extra time to go through as much as possible, before moving on to new content. We try to respond to most feedback, and if we haven't looked at your suggestion yet in this update, we still take notes. We'll keep making these types of general improvements even as we shift more focus towards new content.
What's the plans for new content?
At the same time as we've worked on this update, we've also been laying out a comprehensive road map for future Major Content Updates, which we'll upload during Early Access as well as past 1.0. You think we've included all our best ideas already into TFC? Think again! It's safe to say that we'e thrilled to start working on it all! Expect a much heavier focus on new features and content moving forward from this update. We're not quite ready to share our plans yet, but stay tuned for more on this!
General improvements
Now, let's get into the nitty gritty of this update!
New high-level pathfinding written from scratch
The high-level pathfinding worked well for the most part. Until it didn't ... the red arrow in the image below shows what could happen in certain cases.
What's more important than decent pathfinding in an RTS game? Therefore, we decided to completely rewrite the high-level pathfinding. The new system is more robust, generally leads to more optimal paths, and it even comes with performance improvements. The green arrow in the image above shows the path a villager will take in this version.
Fixed an ugly performance bottleneck
This problem could make the game constantly hick. The high-level pathfinding system would be told that a battering ram could get through to the watchtower in the walled-in area, and so it would proceed to find a path. This meant that the pathfinding would continously search the entire map for a path that would never be found, using up a lot of uneccessary resources. This would happen with battering rams against partly walled in areas, so it was fairly common for example against the last hordes in Horde Mode, after they successfully sieged down some of your walls.
In this version, the pathfinding will be correctly told a path doesn't exist straight away, and so the game will handle this thereafter; only using minimal resources to take care of these cases!
Units exiting Palace or Watchtower spawn towards the correct direction
Before, garrisoned units always spawned at the bottom of the building, even if the rally point was set eg. to the north. Now, units correctly spawn towards the direction of the rally point.
The red arrow shows what would happen in 06970, whereas the green arrow shows what will happen in 06990.
Smoother resource deliveries
Another side-effect of the new pathfinding is that villagers will walk more optimised paths to delivery points. Villagers had a tendency to deliver resources to the bottom side of buildings, which is no longer the case. This improvement might seem negligible, but we've found the difference makes such an impact on resource gathering speeds that we did some re-assessments of these!
Fixed a problem with ranged units changing attack focus
If an attack animation was interrupted by changing focus to another unit, and the projectile was yet to be launched, this would make the unit idle for the rest of the attack animation, which meant losing almost an entire attack. In this version, the attack animation will reset immediately if the attack trigger (firing the projectile) has not yet happened. This generally makes changing unit to focus much smoother. Overall, this makes ranged units more fun to use!
Animals in Fog of War (community feedback)
This has been a long-awaited community request, as previously you would have to remember the placement of animal flocks after scouting the map. Now the game remembers for you, adding another mechanic to the game that helps you stay on top of things.
Here you can see a mouflon flock in fog of war. When assigned to hunt for the mouflons, the villagers will automatically move to the flock and look for meat to skin or animals to hunt. If there are none left, the villagers will move to the flock position and idle.
Under attack notifications (community feedback)
If you click on it, the camera will move to the battle location. We said we would figure out a hotkey for this, but we haven't found a good solution yet that doesn't break the current hotkey scheme. We'll aim to tackle this as we rework and add customisable hotkeys in a future update.
Cleaned up the resources panel
We've changed the position of all the elements in this panel, such that all the resource stock boxes are next to each other. This should make it somewhat easier to read.
Population and housing numbers have merged into one panel (community feedback)
Meat icon (community feedback)
Since meat can, and fruit cannot, be delivered to a resource camp, we needed to add a distinction between meat and foraged (or farmed) food. The new meat icon indicates if your villagers have been hunting for food and are therefore carrying game.
Zoom in further with the mouse wheel (community feedback)
We've added an additional zoom in level. To achieve this, we've seperated the zoom in and zoom out buttons. And! You can now use the middle mouse scroll wheel to zoom in and out.
Building foundations show which player it belongs to
Villagers drop off resources after constructing and taking over a farm (community feedback)
This change is part of our goal to streamline the game. When looking for a new farmer, you don't have to make sure he or she drops off any resources at a delivery point anymore. Just order him or her to make the farm, and the game will no longer penalise you by removing all the resources the villager was carrying. This will only work for the villager actually constructing the farm. Other villagers helping out but not becoming a farmer will not have their resources automatically delivered.
Attack move is confirmed with Left Mouse Button (community feedback)
It used to be RMB, but we decided to swap this, in order to align the controls more with traditional RTS conventions. RMB is now used to cancel attack move. The same is the case for the 'Repair' command.
Escape cancels actions and closes menu panels (community feedback)
ESC now cancels all command actions like placing a building, and resets selection of tile, building, resource, unit and units. In addition - Can close in-game Settings panel by pressing ESC - Additional hotkey for closing Technology Tree is ESC - ESC is no longer a hotkey for opening in-game menus
Multiplayer and skirmish end screens show total resources gathered
Instead of only food gathered. Also, villagers and warriors count titles have changed to "Villagers trained" and "Warriors trained" to make it more clear what these numbers mean.
Other general improvements
- Showing error message in building view when there is no space around a military training building for a unit to spawn - Skirmish AI is even more aggressive on gathering food during starvation - Skirmish AI will now attempt to protect resource camps outside its immediate base - Skirmish AI will no longer make any buildings that don't contribute to gathering resources while starving - If a Village Center rally point is set to a farm then newly trained villagers will automatically find the closest empty farm to take over - In-game chat box opens on key down instead of key up - Description of Elite Heavy Axeman in tehcnology tree is more precise - Save games are ordered by creation date instead of alphabetically - Enemy buildings show in fog of war in the minimap - Spectators can see all player chats
Balance changes
This is the first update since the EA release with substantial balance changes. We've played lots of games, talked to the community, and followed the last 2on2 tournament closely: https://store.steampowered.com/news/app/1674820/view/3228530086577059201 Even before the tournament started, we saw clear indications of a meta emerging: all-in on slingers early and never any Palace being constructed! This update attempts to fix the lack of variety caused by this meta.
Main focus areas for balance
- Nerfed all-in Slinger rush as it turned out to be overwhelmingly hard to hold out against - Nerfed Sappers as they could just bulldoze themselves into the enemy base and take out Village Center - Nerfed Watchtowers as they are cheap and were too overpowering as an offensive construction - Adjusted movement speeds so it's harder to kite Heavy Spearman - Reduced Palace costs so it's easier to transition from early game when opponent all-ins pre-Palace units - Fixed "broken" Marketplace
Archer and Javelinman no longer have access to helmet upgrades
In addition, we've made it clear exactly which units benefit from the Copper Helmet and Bronze Helmet furnace upgrades.
Other unit changes
- Slinger base ranged attack damage is 6 (from 7) - Slinger training time is 15s (from 12s) - Slinger has 2 base siege damage (from 3) - Lead bullets no longer provide slingers with extra ranged attack and vision ranges - Lead bullets provides +1 siege damage to Slinger (from +2) - Sapper deals 12 base siege damage (from 15) - Sapper has 6 base movement speed (from 8) - Elite Sapper gains 4 extra damage against defensive structures (from 6) - Javelinman has 6 base movement speed (from 7) - Heavy Spearman has 6 base movement speed (from 5) - Heavy Axeman has 170 hitpoints (from 160) - Battering ram has 3 armour against ranged attacks (from 4)
Technologies
- Improved Woodcutting increases villager wood cutting speed by 30% (from 60%) - Bronze Smelting costs 6 knowledge points to unlock (from 5)
Buildings
- Palace costs 150 food, 150 clay, 150 wood (from 200 food, 200 clay, 100 wood) - Watchtower has 225 hitpoints (from 250) - Watchtower has 0 base siege armor (from 1)
Gathering rates
- Foraging gathering rate is per 2.3s (from 2.4s) - Skinning animal rate is per 2.5s (from 2.3s)
Animals
- Gazelle has 10 hitpoints (from 20) - Mouflon has 20 hitpoints (from 30)
Marketplace
- Trade 10 food for 15 metal (from 15 food for 10 metal) - Trade 10 metal for 20 food (from 10 metal for 25 food)
Bug fixes
We haven't fixed any game-breaking bugs, as we didn't find any, apart from the pathfinding issues described earlier. We have therefore tried to fix as many minor ones as we could. - Description of Resource Camp now mentions bricks as a resource that can be dropped off there - Fixed that "lack of housing" could show even though a unit was successfully in training - Attacking an animal from a garrisoned Watch Tower no longer sets rally point - Logo fades in correctly after leaving multiplayer lobbies in all resolution setups - Toggling idle villager hotkeys no longer work while in attack move, place building or similar states - Unit shadows render on top of farms - Scout deals full damage to animals - Clicking anywhere in multiplayer room will no longer submit chat text - Joining a multiplayer room at the same time as the host starts the game no longer leads the game to crash, and an error message will say "Game has started!" - Fixed graphical glitch that happened when a projectile like an arrow hit Battering Ram - Removed several memory leaks - Ordering villagers to construct village center very soon after placing the building no longer causes issue - Fixed a crash that could happen late game in rare cases in Skirmish Mode - Selecting an empty control groups deselects the bottom HUD correctly - Can no longer select Tribe unit if added to control group with SHIFT+NUM and if tribe is moving towards Village Center - Palace starts with 10 hitpoints upon placement (from 1) - Elite Sapper deals correct damage to walls - Fixed a rare crash that could happen when villagers delivered resources - After hovering building production tooltip and then pressing NUM to select a saved group of units, the tooltip will disappear - Holding SHIFT while placing Palace or Wonder no longer lets you place multiple of these buildings - Fixed issues with "go back to gather resources" command - Units will no longer in some odd cases reach target "one node early" - Fixed that in rare cases the Tribe unit would not disappear but move to the bottom side of Village Center and idle after placement of Village Center instead - Unit selection circle shows when unit is standing on a farm - After saving a game buildings will no longer show as in construction after rediscovering them and then moving away
TFC: The Fertile Crescent
Wield Interactive
The Knights of Unity
2022-03-29
Singleplayer Multiplayer
Game News Posts 68
🎹🖱️Keyboard + Mouse
Very Positive
(232 reviews)
https://store.steampowered.com/app/1674820 
TFC Linux RELEASE [268.95 M]
TFC is a classic base-building RTS inspired by the struggles of growth, advancement, and conquest in the cradle of civilization. Establish your village near fertile lands, and balance your food surplus against the size of your civilian and military might, as you build your village.
Food is responsible for more than just feeding your troops. It determines the rate your population grows, and how quickly you can gain Knowledge Points. Keeping your village fed will ensure your prosperous expansion, but allowing your farms to be compromised can bring even the strongest economies to their knees.
Inspired by the real history of the Near East Bronze Age era, TFC utilizes classic RTS elements while offering a unique perspective for the genre. Taking technological limitations and advancements into account, players will need to carefully consider how to spend their precious Knowledge Points, as they explore the Village Improvements that are designed to enable players to quickly counter an opponent’s strategy.
Strategic Options From The Beginning
Heavily inspired by the giants of the genre, TFC looks to expand on the mechanics of its contemporaries in interesting ways, giving players multiple strategic actions to explore from the very beginning of a match. There are multiple paths to victory, and players can quickly adapt their strategy to respond to enemy actions. How well players leverage this freedom will determine whether they experience glorious victory, or crushing defeat.
Consequential Fertility Mechanic
Food is the foundation of every successful village. Locate fertile ground and build your village around it to ensure that there is enough to sustain your growing population. Balancing your food surplus against your villagers and growing military is important, and protecting your farms is critical if you want to keep your village alive. Likewise there’s no better way to demoralize your opponents’ populations than by destroying their farms, and decimating their economy.
Advance Your Village
Increase the strength of your village as you explore Village Improvements. TFC features a collection of powerful improvements that allow commanders to spend points to quickly react to their enemy’s advancements, or perhaps create a window of opportunity to strike. With various ways to boost your economy and military, your strategic options are always clear to understand, and easy to implement.
Play Online With Up To 4 Players
An AI can be quite the challenge, but nothing can replace a real player. Available at launch, battle it out with up to three other commanders in order to prove who is the best at managing their village, army and food supplies. Challenge your friends or complete strangers, and visit our Discord to find new rivals. May the most prosperous village win, or perhaps the smarter commander? Everything is in your hands!
MINIMAL SETUP
- OS: Ubuntu 10 or later
- Processor: Intel Dual Core or AMD equivalentMemory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 200 MB available space
- Memory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 200 MB available space
- Storage: 200 MB available space
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