Fixed an issue that caused older Experimental saves to have their unlocked buildings and golem workplaces locked again.
Fixed a bug that caused beavers to constantly ragequit their jobs at District Centers.
We've got a friendly reminder & request for everyone: if you speak any of the non-English languages we currently support and are not afraid of experimenting, please note that you can now change the language on the experimental branch.
Update 2 adds a lot of fresh text to the game, and we'd appreciate your feedback on the new translations. If you don't know how to launch the experimental branch, check this message on the forums. Thanks!
Patch notes 2022-09-01 (Experimental)
Hello, everyone!
The official release of Update 2 draws near. Please check out the latest bunch of changes and fixes, and as always - keep the feedback coming!
Patch notes 2022-09-01 (Experimental)
Localizations
Starting today, our Experimental Branch builds will be available in all languages of the main game, allowing more people to test the upcoming content. Please note, however, that the Experimental Branch evolves so quickly that we will often update it before the translations are ready for implementation, which means that new or changed features may be displayed in English, regardless of your language selection.
Experimental Branch is now available in English, Polish, French, German, Spanish, Brazilian Portuguese, Russian, Simplified Chinese, Italian, Japanese, Korean, and Ukrainian.
Balance
Increased Golem assembly duration from 24h to 36h (with two workers).
Increased Golem Head recipe duration from 12h to 18h.
Increased Golem Chassis recipe duration from 12h to 18h.
Increased Golem Limb recipe duration from 3h to 4.5h.
Lowered Golem Work Speed bonus from having boosts from +120% to +90%.
Audio
Added missing sound effects to Showers, Medical Beds, Healers, Gravity Batteries, and Teeth Grindstones.
Performance
Increased the game’s performance with tweaks to moisture and work assignment calculations.
UI
Population’s Well-being panel now displays the effect each need has on the population’s average well-being.
In the Settlement panel, Power and Migration tabs no longer display dropdown menus. Elsewhere, these dropdowns will collapse after clicking anywhere outside.
The game will now remember the two districts most recently picked for Manual Migration.
Made several other tweaks to the UI.
Misc.
Folktails’ Golem Factory model has received further updates.
Injuries (broken teeth included) now have a different chance of occurring based on the difficulty setting.
Under custom difficulty, it is now possible to manually adjust the chance for injuries.
Adjusted Golem Part Factories’ storage capacities to be uniform across factions.
Bugs
Golems that are out of energy or biofuel will now have that correctly reflected in their well-being condition.
Fixed a bug with critical needs not preventing breeding when not satisfied.
Fixed a bug with new terraformed land blocks incorrectly displaying their moisture levels.
Fixed a bug with not-a-drill appearing on the Dirt Excavator’s construction site after reloading the game.
District names in the Migration panel will now be correctly refreshed after you change them.
Fixed a bug with main menu buttons missing their sounds.
Patch notes 2022-08-26 (hotfix #2, experimental)
Balance
Golem Assembler now assembles one golem in 48 hours, up from 24 hours (or in 24 hours, up from 12 hours, assuming there are two workers employed).
Patch notes 2022-08-26 (hotfix, experimental)
Misc.
Decreased the well-being level required to unlock Iron Teeth to 15.
Notification on dying golems now reads “XXX broke down”.
Bug fixes
Fixed a crash caused by the layer switching tool.
Fixed a crash sometimes occurring when saving the game.
Kits are now correctly granted the Wet Fur bonus when in water.
Beavers' swimming speed is back to what you'd expect from these majestic, water-loving creatures.
Updated several tooltips.
Patch notes 2022-08-24 (Experimental)
Hello everyone!
It’s been over two months since we made the first changes to the needs system and deployed our initial golems iteration. We’ve been monitoring your feedback, and while many players enjoyed these features right away, we’ve also heard voices of dissent.
In today’s update, we’re making further improvements to golems, the well-being mechanics, and the district migrations. We want to make them all more understandable and enjoyable!
Patch notes 2022-08-24 (Experimental)
Golems
Your robotic rodents already require production and powering up. Further maintenance duties were a bit too much, limiting their usability, how easy they were to migrate and so on. We’re making cuts here while also giving Folktails their own way of boosting golems’ efficiency.
New building: Catalyst Tank (600 SP; 15 Gears, 20 Treated Planks, 15 Metal Blocks; Folktails only). Use this to supercharge your Barrelbots with a secret plant compound!
Biofuel Refinery has been renamed Refinery and has a second recipe: Catalyst.
Golems no longer explode and pollute their surroundings on death.
Removed Maintenance Station from the game.
Removed Disposal Facility from the game.
Golem Factory (both factions) was renamed Golem Assembler. Its model was replaced with an updated Maintenance Station’s model. Yeah, we deemed it too cool to just throw away!
Renamed “Control Signal” need to “Control Tower” (to keep it in line with beaver needs). It’s now a purely positive need that boosts golems’ condition when satisfied.
Removed specific profession boosts in Control Towers. The overall performance of golems has been increased due to the well-being rework.
All optional golem buffs are now under the “Boosts” need category.
Well-being rework
After we made the first changes to the Needs system, we continued tweaking the Well-being panels and how they conveyed the information. In the end, we realized that it was still too hard to understand how bonuses work and to check what provides what. Also, despite different available combinations, the pool of actual bonuses was limited, so we’re simplifying the whole system. This also gives you more freedom in deciding how to make your colony happy. Regardless of your playstyle, every new food type, attraction or decoration has a positive effect.
Each unit’s well-being (or “condition” if it’s a golem) rating is now a summary of values provided by needs and attractions (or negative values if a beaver is injured etc.). Different needs and attractions have different values - now always displayed and greyed out if not satisfied.
Well-being and condition are now tiered - when a unit hits a certain tier, its bonuses are boosted.
Bonuses affecting a unit are now summed up and directly displayed in the unit’s panel.
Bonuses for adult beavers are Work Speed, Movement Speed, Life Expectancy.
Bonuses for kits are Growth Speed, Movement Speed, Life Expectancy.
Bonuses for golems are Work Speed, Movement Speed.
Kits now properly enjoy Wet Fur and Shelter as separate needs contributing to their Well-being.
Overheating has been removed.
Renamed Food and Water back to Hunger and Thirst.
Folktails’ Fertility buffs and debuffs have been removed, but the base Fertility value has been increased.
Carrying capacity buffs and debuffs from needs have been removed, but the base beaver and golem carrying capacity was increased to 14 and 20, respectively.
Migrations
The addition of automated migrations was well received. Still, you made it clear that while an automated component is welcome, you also needed a manual way of controlling the numbers. That panel could also be a bit easier to use. We’re happy to oblige.
The “Migration” tab in the Population panel now has two sections.
The “Manual migration” section at the top allows you to pick two districts and directly migrate 1, 10 or all units from each category: Adults, Kits, and Golems between them.
The “Automated migration” section allows you to set the desired minimum for each unit category. The game will try to migrate units for you to satisfy these minimums.
Each district in the “Automated migration” section now has two buttons for each unit type (adults, kits, golems) that allow completely blocking their immigration and/or emigration.
Balance
The changes above required tweaking some numbers, obviously.
Golem Assembler now costs 750 SP to unlock and 100 Planks, 50 Gears, 50 Metal Blocks to build.
Control Tower now costs 1000 SP to unlock and 20 Planks, 15 Gears, 20 Metal Blocks to build.
Folktails’ Golem chassis now costs 5 Planks, 1 Metal block, 1 Biofuel.
Iron Teeth’s Golem chassis now costs 5 Planks, 1 Metal block.
Golem limbs (both factions) now cost 1 Plank, 3 Gears.
Golem heads (both factions) now cost 1 Plank, 3 Gears, 1 Metal block.
Changed the maximum life expectancy of adult beavers and kits to +110%.
Changed Cogheads’ lifespan to 70 days to match Barrelbots’ lifespan.
Scarecrow now grants +1 well-being to beavers in its radius.
Beavers working in Biofuel Refinery now have a chance to be injured rather than poisoned.
Increased Working speed penalty from Starvation to -50%.
Beavers with a negative sleep need now get a 10% movement speed penalty.
Increased injury chance in end-game workshops. It is not as high as before the July 21st reduction, promise!
Misc.
Mud Bath now requires Dirt to build rather than Gears.
Construction of Dirt Excavator and Gravity Battery is no longer obstructed by tree stumps.
While Injured beavers resting in Medical Beds no longer display the “Injured” icon, their status will now remain set to “Injured”.
District Centers now display the range preview when placed as part of construction in progress.
Some of the buildings’ costs have been reordered to match the rest of the game.
Cleaned up the need tooltips.
Bug fixes
Blocked and not-operating Dirt Excavators no longer consume energy.
Raising terrain no longer changes the appearance of adjacent blocks.
Flavor text will now correctly appear after the construction of the selected building finishes.
Patch notes 2022-08-12 (hotfix, experimental)
Bug fixes:
Fixed a crash after disconnecting Healer from a district where they distributed meds.
Fixed a crash after deleting one of two districts with the Migration panel open.
Fixed a rare crash after loading a large, old savefile.
Patch notes 2022-08-11 (Experimental), The Riftbreaker bundle
Hello everyone!
It's time for a big one. Today, we’re updating the experimental branch with a highly demanded ability to excavate earth and put up new terrain blocks. This way, your beavers can reshape entire maps to your liking. Yes, you can even rebuild that hill you blew up by mistake!
But first, a PSA: everyone who owns Timberborn can play on the Experimental Branch! Here’s a reminder on how to play Experimental on Steam. And if you want to get even more experimental, build a space base, and blow up some aliens - now you can get Timberborn bundled and discounted with The Riftbreaker! Yes, that gorgeous, face-melting game by our friends from EXOR Studios! <3
Patch notes 2022-08-11 (Experimental)
Terraforming
Unlocking golems now has an extra perk - you get the workers that handle the terraforming business, a.k.a. excavating dirt and putting up new land blocks. It is an entirely new in-game system so please keep an eye for sand bugs and share your feedback about this initial iteration!
New building: Dirt Excavator (2000 SP; 100 Treated Planks, 100 Gears, 50 Metal; 4 workers - Golems only; requires 200 HP to operate). This metal monstrosity excavates a new resource, Dirt, from below, drilling deeper and deeper. Once it reaches the map’s bottom it will continue mining without destroying terrain.
New building: Dirt Pile (500 SP; 100 Planks, 25 Metal). Guess what, this is where you keep all your precious Dirt.
New building: Terraforming Station (750 SP; 200 Treated Planks, 30 Metal; 4 workers - Golems only). Golems employed here take on the dangerous job of putting up new terrain blocks.
New “building”: Terrain Block (6 Dirt). Once you have gathered enough Dirt, you can start placing new blocks. Even though they’re cubes, it is crucial to rotate them correctly - golems from the Terraforming Station build them in the order indicated by arrows. Use this mechanism to stop golems from blocking access to planned construction sites and to prevent cutting off the builders.
Balance
The arbitrary number sky is the limit!
To accommodate terraforming, the maximum in-game terrain height was increased to 22 tiles. The maximum terrain height in the map editor is still 16 tiles.
The maximum building height remains set to “10 tiles above the maximum terrain height” which effectively increased the maximum in-game building height to 32 tiles.
Misc.
Added flavour texts to all Update 2 buildings and objects.
Bug fixes
Mine’s door now displays a correct range indicator.
The “Population Wellbeing” panel now correctly scales down on larger-scale UIs.
Out of respect for the dead, beaver and golem bodies will now be transported to the closest available tile after you remove a platform they were on.
Fixed a bug with a Power Shaft Intersection not rotating properly.
Fixed a bug with Mechanical Water Pumps (both factions) wasting water by pumping it out without available space on the other side.
Showers no longer work without water. :O
Patch notes 2022-08-04 (experimental)
The Experimental Branch is generating lots of feedback, and we thank you for that. Please keep it coming! Today, we’re fixing several bugs reported by our players while also making some other minor changes.
Misc.
Gravity Battery’s model was updated. It is no longer stackable as it allowed for some slightly too funky setups.
Water Dump can now be placed under platforms.
When saving the game, you can now browse earlier saves, for example to overwrite them easily.
Settlement Panel icons are now highlighted when under the cursor.
Need tooltips now update real-time.
Added and updated several golem animations.
Bug fixes
Engine now correctly charges up Gravity Batteries when there’s no energy consumption in the network.
Shrine’s flame no longer disappears after clicking the building.
When trying to place an attraction in an unavailable area, AoE for all other attractions of that type is now still displayed.
Fixed a bug with status icons always appearing in front of fire particle effects regardless of the actual distance from the camera.
Updated the Numbercruncher’s model to lower the poly count.
Fixed the not-so-great beaver colliders, making it easier to click them for example in a Medical Bed.
Golem Haulers no longer misplace their backpacks.
A beaver’s overall well-being is now correctly calculated.
Fixed a bug that resulted in incorrectly calculated swimming speed.
Medical Beds can no longer be prioritized by haulers.
Injured beavers that are already resting in a Medical Bed no longer display the “Injured” status icon.
Fixed a bug with the migration panel not updating correctly.
A pop-up window used to rename a unit or a district now allows typing right away.
Sliders in Settings no longer reset their position after clicking a different button.
Switching a recipe in a building no longer causes its panels to temporarily break.
Fixed several other minor visual issues across the UI.
Fixed the visual bug with the water shader.
Patch notes 2022-07-21 (hotfix, experimental)
Fixed a crash after load caused by having a Gravity Battery in the construction stage.