General Improvements
Releasing Milestone 1 was a big test for us! We have learned a few things, and we think the next Milestone release will be smoother, thanks to this experience. Thank you for your feedback - it's greatly appreciated! Since we released Milestone 1, we have paid attention to feedback, and we are making some tweaks here based on that, like balancing the co-op Horde Mode difficulty and improving the Skirmish AI further. We have also worked through some tasks lingering in our backlog, like making some improvements to the notifications system. Furthermore, we have implemented a few minor balance changes to make Light Axeman a better option early-game against Slingers.
We have made co-op Horde Mode a bit easier since the scaling made it too hard compared to the single-player experience. When playing co-op, wave strengths are now scaled at 140%, 150% and 160% for the three tiers of nomad hordes (from 200% for all these tiers in the previous version). This means, for example, that Brutal is still "brutal", but it's beatable! In addition, we added some extra time for the first wave to spawn (+20 seconds on all difficulty levels) to reflect the movement change along the y-axis and the buffs to early Nomad units that were introduced in the last version.
- Added a new notification for not having enough housing to train additional units - New notifications instantly override old ones - Overriden notifications will stay intact in a queue and show for their full duration once it's their turn again - All notifications have a fade in animation to grab your attention more (including the starvation notification) - Notification nudge animation plays more often - Notifications no longer overlap (thanks to a new design for the 'Received Resources' notification)
- Skirmish AI will only defend outside its immediate territory if it thinks it can roughly match the attacking force - Skirmish AI will only defend with villagers inside its immediate territory - Skirmish AI will not flee with its attack force against a superior army if having < 0 food in stock - Skirmish AI will flee with its attack force slightly earlier from a superior army on higher difficulty levels - Skirmish AI will no longer create an attack force while actively defending its base or territory - Fixed some problems with the AI behavior when an enemy constructed one or more buildings inside or close to its base - Fixed a problem that could cause AI Battering Rams to idle instead of finding a new region to attack
- There is now an indicator '...' above villagers who are trying to reach a destination but are blocked - The starvation bar now fills up gradually instead of instantly disappearing once food stock is no longer negative - Changed position of equipment in Furnace production menu - The manpower requirements in unit production tooltip will now update after Organized Warfare is researched to reflect the faster training speeds - Wonder title now describes the construction level - Wonder level upgrade construction progress is now always visible for all players (including spectators) as long as Wonder is visible on the map (and not in the fog of war)
- Digging clay is 16% slower - Masons now improve clay digging speed by 30% from (20%) - Light Axeman has 1 base ranged armor (from 0) - Elite Light Axeman upgrade no longer provides +1 ranged armor - Slinger deals 4 melee damage (from 5) - Copper Helmet and Copper Spear are no longer available to produce before Palace is constructed
- Fixed elite Slinger attack speed being applied correctly - Fixed elite Slinger attack speed being correctly applied when garrisoned in a watchtower - Fixed problems with nomad units that were "left over" from previous waves - Fixed a case of building production tooltip getting stuck on the screen - Fixed problems with fog of war and game over screen that could happen if a player disconnected while a multiplayer game was still loading - Fixed the wrong description in How to Play for how to add units to an existing control group - Fixed population counter increasing when cancelling unit training - Fixed colors not updating after re-entering a multiplayer room - Fixed game window size being incorrect after launching in windowed mode - Fixed UI Scaling and wrong position of TFC logo after setting windowed mode - Finishing construction of Village Center before Tribe unit enters it no longer yields an additional villager - Clicking and dragging on buttons no longer disables highlighting
[ 2022-09-27 02:03:31 CET ] [ Original post ]
Important regarding save games!
We were forced to rewrite parts of the saving and loading system to fix bugs related to it; thus, older saves will NOT be compatible. You will 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 turn off automatic updates of the game through Steam and wait to update until you are confident that you won't need to load any older save files anymore.
We will do our best to inform you when new updates break old save files.
About 07040
Releasing Milestone 1 was a big test for us! We have learned a few things, and we think the next Milestone release will be smoother, thanks to this experience. Thank you for your feedback - it's greatly appreciated! Since we released Milestone 1, we have paid attention to feedback, and we are making some tweaks here based on that, like balancing the co-op Horde Mode difficulty and improving the Skirmish AI further. We have also worked through some tasks lingering in our backlog, like making some improvements to the notifications system. Furthermore, we have implemented a few minor balance changes to make Light Axeman a better option early-game against Slingers.
Co-op Horde Mode difficulty
We have made co-op Horde Mode a bit easier since the scaling made it too hard compared to the single-player experience. When playing co-op, wave strengths are now scaled at 140%, 150% and 160% for the three tiers of nomad hordes (from 200% for all these tiers in the previous version). This means, for example, that Brutal is still "brutal", but it's beatable! In addition, we added some extra time for the first wave to spawn (+20 seconds on all difficulty levels) to reflect the movement change along the y-axis and the buffs to early Nomad units that were introduced in the last version.
Notifications system
- Added a new notification for not having enough housing to train additional units - New notifications instantly override old ones - Overriden notifications will stay intact in a queue and show for their full duration once it's their turn again - All notifications have a fade in animation to grab your attention more (including the starvation notification) - Notification nudge animation plays more often - Notifications no longer overlap (thanks to a new design for the 'Received Resources' notification)
Skirmish AI
- Skirmish AI will only defend outside its immediate territory if it thinks it can roughly match the attacking force - Skirmish AI will only defend with villagers inside its immediate territory - Skirmish AI will not flee with its attack force against a superior army if having < 0 food in stock - Skirmish AI will flee with its attack force slightly earlier from a superior army on higher difficulty levels - Skirmish AI will no longer create an attack force while actively defending its base or territory - Fixed some problems with the AI behavior when an enemy constructed one or more buildings inside or close to its base - Fixed a problem that could cause AI Battering Rams to idle instead of finding a new region to attack
General
- There is now an indicator '...' above villagers who are trying to reach a destination but are blocked - The starvation bar now fills up gradually instead of instantly disappearing once food stock is no longer negative - Changed position of equipment in Furnace production menu - The manpower requirements in unit production tooltip will now update after Organized Warfare is researched to reflect the faster training speeds - Wonder title now describes the construction level - Wonder level upgrade construction progress is now always visible for all players (including spectators) as long as Wonder is visible on the map (and not in the fog of war)
Balance changes
- Digging clay is 16% slower - Masons now improve clay digging speed by 30% from (20%) - Light Axeman has 1 base ranged armor (from 0) - Elite Light Axeman upgrade no longer provides +1 ranged armor - Slinger deals 4 melee damage (from 5) - Copper Helmet and Copper Spear are no longer available to produce before Palace is constructed
General Bug fixes
- Fixed elite Slinger attack speed being applied correctly - Fixed elite Slinger attack speed being correctly applied when garrisoned in a watchtower - Fixed problems with nomad units that were "left over" from previous waves - Fixed a case of building production tooltip getting stuck on the screen - Fixed problems with fog of war and game over screen that could happen if a player disconnected while a multiplayer game was still loading - Fixed the wrong description in How to Play for how to add units to an existing control group - Fixed population counter increasing when cancelling unit training - Fixed colors not updating after re-entering a multiplayer room - Fixed game window size being incorrect after launching in windowed mode - Fixed UI Scaling and wrong position of TFC logo after setting windowed mode - Finishing construction of Village Center before Tribe unit enters it no longer yields an additional villager - Clicking and dragging on buttons no longer disables highlighting
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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