We were forced to rewrite parts of the saving and loading system to fix bugs related to it; thus, old 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 always 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 save files anymore.
We will do our best to inform you when new updates break old save files.
About Milestone 1 (update 07025)
This is the first of five major milestones that we're planning to release during our Early Access journey.
In this update, we've added more options to offline Skirmish Mode, computer players to online matches, and co-op Horde Mode. In addition, we've added general improvements like colour picker, password-protected games and a new unit production tooltip, to name a few, as well as bug fixes.
Check out the video below or read on for more details!
The team is expanding!
Thanks to the extra developer who has joined us full-time throughout this update cycle, this update is the biggest we've ever released since the game was just a small prototype on itch.io.
We'll reveal more about this later, but we've recently also added a full-time artist to the project! He's already drawing assets for the next two milestone releases.
New features
Online co-op Horde Mode
This was perhaps the most requested feature from our community. Whereas Horde Mode used to be a single-player affair, it is now possible to play this mode through online multiplayer with a friend!
When creating a multiplayer room, you will now be asked to select the game mode.
More options in Skirmish Mode
Previously, you could only fight one computer opponent on a small map, and the only option available was to select a difficulty. We've remade the Skirmish Mode UI in this update and added more options.
You can pick between small and large maps, and define computer players by setting their individual difficulty settings and teams. This means you can now set up Skirmish Mode to play 2on2, FFA, 3on1, etc.
Add computer players in online multiplayer
The same options for Skirmish Mode offline are also available in online multiplayer.
This means you can, for example, team up with a friend and take on 2 computer players.
Player color pickers
Finally, you'll be able to select your player's colour!
We've added 4 additional player colours, so there are 8 to select from.
You can select your preferred player colour in any of the game modes.
Password protected games
Multiplayer games can now be password protected. This is handy when creating a Horde Mode room and you only want your friend to be able to join.
Games that are password protected will show a lock symbol in the lobby.
We've added two additional buttons that will be available to all players in the password-protected room:
1. Copy password to clipboard. 2. Reveal the password.
Kick players from the multiplayer room
If you are the host of a game room, you can kick any player from the room, including spectators.
Number of villagers gathering resources
You'll now be able to see how many villagers you have ordered to gather each resource type and how many villagers/military units you have trained.
This feature also extends to the allies and spectator panels.
Ping allies
We've added the option to ping allies. Maybe you want to make allies aware of where you want to attack? Just ping at your planned location of attack!
All allies will see a ping banner at the location of the ping.
All allies will see a ping animation on the minimap.
Send resources to allies
The Marketplace now has an extra option of sending resources to allies, which is handy if you want to help your ally recover from starvation!
General improvements
New unit production tooltip
For new players, only seeing a description like 'Ranged unit with good attack range. Weak in close combat', didn't really tell the full story of a unit's strengths and weaknesses. To get the full picture, you had to wait for all the different units to be trained and then look at all their stats to compare them.
In this update, it's easier for new players to assess which unit to train as the unit descriptions have become more visual.
The green cylinders indicate upgraded stats from gaining the elite status.
Skirmish AI
We've made several improvements to the skirmish AI. First of all, we've fixed a few bugs that would "stop" the AI from continuing to progress normally. Secondly, skirmish AI understands team or FAA games, since it now has the ability to switch between multiple enemy targets. Thirdly, we've continued to improve it in general, so that it will make better decisions throughout the game. But lastly, and most importantly, the AI can now select a more focused strategy to execute.
Skirmish AI strategies
In previous versions, the skirmish AI was always the same to play against. It didn't have a focused plan and could, for example, upgrade units that it didn't really use. Its build order and which order it unlocked technologies were always the same. Also, its unit rooster was always completely randomised.
This has changed! Now, the skirmish AI will execute one of several focused strategies. Its build orders, unit roosters, equipment upgrades, as well as its technology unlocks, will vary between each of these strategies. It will no longer unlock irrelevant technologies and equipment. Brutal AI, therefore, now poses a more dangerous threat. Countering the AI is more relevant to winning the game.
Side note: the Skirmish AI does not cheat
Want proof? Start up a multiplayer room and spectate your friend playing against them.
Since our goal is for the skirmish AI not to cheat, we develop it step by step. Expect more improvements to the skirmish AI in future updates.
Horde Mode
- End screen is now the same as for Skirmish Mode so that you can see the same game statistics - Hordes groups will no longer pick a random delivery point but will always aim to find the closest to their starting location - Timer starts immediately (was once a building was placed)| - Mountain Nomad Warrior has 120 health (from 100) - Mountain Nomad Slinger deals 5 melee damage (from 4) - Mountain Nomad Slinger deals 3 siege damage (from 1)
Other improvements
- Unit movement along the camera's y-axis is corrected so that it takes equally long for a unit to move left-right as it takes top-bottom of the map - Battering Ram moves more smoothly within a group of units - Resign button is disabled if you are a spectator - Your Tribe Center building will no longer automatically get selected once your Tribe unit reaches it - Added shoulder armour to Swordsman animations - Sappers prefer building targets - Updated elite unit descriptions to make them potentially less confusing
Bug fixes
- Multiple players having the exact nickname no longer causes problems with the following player dropdown in the spectator panel - Double-clicking an animal or enemy unit will no longer deselect it - Spectators who select a building of the player followed that trains an elite unit would see the correct icon for the unit trained - When loading a game, all meat icons will show the correct dead animal - Fixed problems with skirmish AI hunting boars - Fixed problems causing skirmish AI to stop progressing naturally - Razing a Wonder in construction no longer causes problems - Razing a Wonder that is being upgraded from stage 1,2,3 into 2,3,4 will now actually raze the building (instead of cancelling the construction work) - Villagers deal correct siege damage - Fixed a problem with siege units stopping to attack buildings if the building was in the process of being repaired - Fixed a problem that caused units to remove themselves from their group without reason - Horde mode nomad units no longer occasionally get stuck on the edge of the map - Fixed problems with Battering Ram getting stuck - Elite Battering Ram gains 150 hitpoints like the descriptions says (instead of 200) - Swordsman is included in Bronze Shield description - Long player names no longer overflow spectator follow dropdown - Health bars of units in Watchtower unit buttons are no longer displayed wrongly on click - Fixed a bug that could enable the Wonder building in Horde Mode - Fixed a problem with garrisoned units after saving and loading the same game multiple times
M1 Release Postponed
Hi all!
This is just a short post to let you know that the release for Milestone 1 will be a little bit delayed.
This is the biggest update we’ve ever delivered for the game to date, with many improvements as well as the big milestone features. However, we still want to spend a couple more days bug testing and making sure the gameplay experience is on par with what we know people expect from TFC. So please bear with us while we double check everything.
We are really excited and eager for everyone to get their hands on the Milestone 1 update!
Cheers André, Anders and The Knights of Unity
Milestone 1 Preview
Milestone 1 is ready to be released next week!
Here we go through some of the most exciting changes:
We can't wait to release this Milestone and see your feedback!
Balance and bug fixes
Important regarding save games!
We were forced to rewrite parts of the saving and loading system to fix bugs related to it, 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 until you are confident that you won't need to load any save files anymore.
We will do our best to inform you when new updates break old save files.
About 06995
We just released a new update with balance changes. We've changed the passive abilities for several elite units, with the goal of cementing their roles further and make them more fun to use. In addition, we've fixed some known bugs as part of our continuous effort into making sure TFC is a bliss to play!
We want to give a big thank you to the winners of the last Crescent Cup tournament, nown0 and Sigh, for helping shape these changes and help us test it out! These are currently some of the most active and definitely the most decorated TFC players. So far multiplayer has been more fun with these changes implemented, and we believe this will be your experience as well!
Check out the video below where we explain some of the unit changes:
General
- Updated descriptions of all elite unit upgrades in the technology tree - Spamming RMB no longer resets attack animations - You can now queue another resource to gather after ordering villager to deliver resources
Balance changes
General
- All melee attacks slow down target unit's move speed by 1 for 1.5 seconds
Elite Light Axeman
- Has a new passive ability: attack slows down target unit's move speed by 3 for 1.5 seconds
Slinger
- Deals 5 base melee damage (from 4)
Elite Slinger
- Gains +2 siege damage - Has a new passive ability: when attacking a watchtower each projectile damages a garrisoned unit and the watchtower itself in the same hit - Projectile no longer slows target unit's movement speed on hit
Javelin Thrower
- Costs 30 food and 25 wood (from 30 food and 20 wood)
Elite Javelin Thrower
- Gains +1 base ranged attack damage - Has a new passive ability: while 5 seconds or more since last attack gains +2 movement speed and 40% evasion of all attacks - No longer gains +1 base movement speed - No longer deals x2 damage to units with full hp
Archer
- Costs 35 food and 35 wood to train (from 30 food and 45 wood)
Sapper
- Costs 25 food and 35 wood to train (from 25 food and 25 wood)
Elite Swordsman
- Has a 30% chance of evading any melee attacks (from 25% chance of evading all types of attacks)
Bug fixes
- Attack move for ranged units is no longer broken and they will now always attack the target they spot first immediately - When a group of villagers try to skin meat at the same time some of the villagers will no longer occasionally get stuck on the side idling - If any units in a group have their move speed changed by unlocking a a technology then the group of units will have its group move speed updated to reflect this - Fixed some minor issues that would occur if a ranged unit firing a projectile would finish its die animation before the projectile reached its target - Fixed a problem where you could get a large amount of food stock by error if reaching a large negative number of food stock - Priests garrison slots show correct health of villagers working as priests - Loading a save skirmish game correctly sets furnace produce equipment buttons - When a furnace is destroyed with an equipment in production the equipment can be produced in another furnace - Skirmish AI will no longer be able to produce equipment that has already been equipped after loading a saved game
EA blogs 2: Return of the Devs
Hi all! Happy summer to you northern hemisphere folk, and happy winter to everyone in the south!
It’s been a busy couple of months for André and me, with both of us taking some personal time, doing some travelling, spending some time with family and generally recharging our batteries before getting started on the next year of TFC!
More hands to work!
The unfortunate thing with being such a small team is that things grind to a halt whenever we take some time off. Well, no more! We are excited to share that we have gotten some development help from our publisher, and we believe the next year will have substantial updates coming out at shorter intervals. In fact, there has been a fair amount of work done already while André and I have been away!
Get ready for stuff!
As you might have seen, we have released the roadmap for the next year of TFC content updates! We are very excited about this roadmap, and we think you all will be as well. Some of the ideas we have for implementing the new features will be fairly original and perhaps not something you’ve seen elsewhere, hopefully helping to drive the genre forward a little bit.
There’s plenty to talk about regarding this, but we will keep the suspense a little longer and get more into detail about it as we are getting ready to release them. There is, of course, a focus on the quality of life and general usability features as well, and these will be rolling out as part of the larger milestones.
Battery charged!
This next year of TFC will be a lot of fun for us, and we hope for all of you as well.
Keep an eye out for future blog posts :). In the meantime, and instead of new screenshots to show, here are some photos of where I have spent some time recently, including the beautiful city of Wroclaw and the mountains and lakes of southern Norway.
As per usual, feel free to reach out with any questions you might have!
-Anders
What to expect from TFC? Early Access Roadmap!
Hi everyone! It's been a while since TFC appeared in Early Access. Our beloved community has had a tournament organized, and we have released a bigger update based on your feedback! So thank you for being there, and we assure you that it will be worth staying with us for a longer time. In order not to be groundless, we would like to share our plans for the future!
Roadmap - what to expect in the near future
TFC is constantly evolving, and we want you to know what to expect from our game. That is why we have prepared a roadmap divided into individual quarters. Each of them will have a big update full of new features (e.g. new civilizations, naval warfare) that will extend the TFC even more. You yourselves have asked for some of these things, and we read all the comments carefully and aren’t blind to them.
Besides our ideas, we will add any tweaks TFC needs. Just take into account that the roadmap has no final form, and some elements may shift in time. This is what you can expect in the coming year of time, and even more! What next? You'll find out later - we can't reveal everything right away, right?
It’s time for… STEAM SUMMER SALE!
On the occasion of showing the roadmap, we also wanted to invite you to the Steam Summer Sale. The sale starts on June 23, and what can we add - we will also be there! TFC will be 35% OFF, so this is a unique opportunity to grab the game and join our community.
On Discord, you will always find people willing to play together, and with the Horde Mode co-op coming soon, you will be able to compete in PvP and PvE! Therefore, we happily invite everyone to join The Fertile Crescent!
Small Balance Patch
We released a new beefy update yesterday with balance changes. However, after some player reports that slingers + towers still seemed too strong offensively, we took a deep dive into our crunched numbers and analysed them, plus conducted battle tests. After doing this, we discovered that we had made a few errors, of which we had forgotten to add some correct values to the game. This update corrects this. These changes might seem neglicable, but they do have a big impact on the early game for high-level players.
Balance changes
- Slinger costs 25 food and 15 wood to train (from 20 food and 15 wood) - Watchtower costs 50 clay and 25 wood to construct (from 40 clay and 20 wood) - Javelinman costs 30 food and 20 wood to train (from 25 food and 30 wood)
Bug fixes
- Dwellings in fog of war don't show as in construction anymore if they're not
Community Update
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)
- 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
The winners of the Crescent Cup 2v2 Tournament are…
The first community tournament since the start of Early Access is behind us. What an spectacle it was! We would like to thank everyone for participating in the game and watching the clashes on Twitch. We also thank HeavyBeber for arranging everything. You are the best!
And the winners are …
But who was on the podium? We are pleased to announce that Nown0 and Sigh took first place! Their opponents, ZertoN and RecoN, faced them bravely and caused quite a lot of trouble but eventually succumbed, taking second place. Both teams will receive rewards for their efforts. Congratulations to everyone, and good luck in future tournaments!
We are glad that you are so eager to participate in such competitions. We will also have some surprises for you in the future to make your game experience even better! So stay tuned!
The Crescent Cup 2v2 Tournament is getting closer!
The Crescent Cup 2v2 Tournament is fast approaching and we'll soon find out which duo rules in TFC: The Fertile Crescent. You can still join the fun, but hurry up - time is short!
The tournament is limited to 16 teams, so secure your spot as soon as possible! The TFC Crescent Cup will take place from 14 to 22 May. You can sign up for the game here: https://forms.gle/4tfLpHfH2TkiBToj7
Even if you aren’t interested in taking part in the competition, we invite you to watch our players! All broadcasting will be on Twitch by designated streamers, so you can't miss it.
And most importantly, let the best team win and good luck to everyone!