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Timberborn News

Patch notes 2021-12-10 (experimental)

[h3]Balance changes[/h3]
  • Mine now produces 2 Scrap metal instead of 1.
  • Efficient Mine now produces 3 Scrap metal instead of 2.
  • Efficient Mine now has an additional Scrap metal recipe: 1 Gear, 1 Treated plank, 1 Explosives produce 6 Scrap metal.
  • Observatory is now cheaper to build (100 -> 80 Planks, 50 -> 30 Gears, 10 Pine resin). It consumes less HP (300 -> 200), and produces Science Points twice as fast as before.
  • Mine is now cheaper to build (300 -> 250 Logs, 300 -> 200 Treated planks, 600 -> 350 Gears).
  • Reduced the number of Gears required to finish Wood Workshop (50 -> 40), Efficient Mine (600 -> 450), and Mud Bath (50 -> 40).

[h3]Miscellaneous[/h3]
  • Made further tweaks to Water Wheels' behaviour.
  • Updated various descriptions.
  • Foresters and (both) Farmhouses now receive a "Nothing to do in range" status when there is no field in their range.

[h3]Fixes[/h3]
  • Fixed an exploit where placing a Levee in front of a Water Wheel increased its efficiency.
  • Removed the leftover Observatory need.
  • Fixed Large Windmill not rotating correctly.
  • Water below level 0 is now hidden.
  • Fixed Lumberjack's status sometimes not deactivating when it should.
  • Exhausted beavers now receive a status over their heads while sleeping.

Patch notes 2021-12-03 (Experimental) + GeForce Now support

Hello everyone,

the Experimental Branch is meant to test things and gather your feedback – and this shows! We hear your words of praise for the new content but also the valid concerns you raise.

We had already patched in some fixes, balance adjustments, and tweaks to water behaviour. Today, we’re addressing feedback regarding the new buildings and the faction diversity.



[h3]GeForce Now support[/h3]
Not really a patch note but Timberborn on Steam is now available to play via GeForce Now. We know many of you asked for that. Enjoy!

[h3]Metal production changes[/h3]
You have noted that traditional mining does not necessarily fit the lumberpunk theme and the faction differences. Also, it made Shredders obsolete once the ruins were depleted.
  • Updated resource node: Metal Deposit was renamed Underground Ruins. It is now an infinite source of Scrap metal. Ruins remain a limited source of scrap metal.
  • Updated building: Mine. Has an updated model, and is now a Folktails-exclusive building.
  • New building: Efficient Mine. Has an updated model compared to the Folktails version, and has an output of 2 Scrap metal instead of 1. It is Iron Teeth-exclusive.
  • Updated building: Smelter. It is now used to process Scrap metal from all sources into Metal blocks. Science and buildings cost adjusted to match the Shredder's: 300 SP, 50 Planks, 20 Gears, 30 Scrap metal.
  • Shredder was removed from the game. But don’t fret, there are shredding enthusiasts in the team and the building may return in some form one day! \m/

[h3]Water gameplay and Water Wheels[/h3]
Ah, water wheels. A welcome sight when they spin, a herald of doom when they don’t. How about getting more variants to further differentiate the factions?
  • Updated building: Water Wheel. It is now a Folktails-exclusive building. Note: If you had the OG Water Wheels built in an Iron Teeth settlement, they will be there but you won’t be able to build more.
  • New building: Compact Water Wheel (starts unlocked; 25 logs; 50 hp/cms; Iron Teeth-exclusive). Perfect for tight spaces and/or limited power needs. Can be daisy-chained if needed.
  • New building: Large Water Wheel (200 SP; 70 logs, 80 planks; 180 hp/cms; Iron Teeth-exclusive). Now we’re talking! This beast needs to be supported from the side at a height of two tiles, and cannot be daisy-chained that easily.
  • Updated building: Water Marker. It was renamed Stream Gauge, and now it also indicates the water’s current speed.
  • Updated building: Mechanical Water Pump (Iron Teeth). The Iron Teeth variant now has a 6-tile deep pipe matching the faction’s Deep Water Pump.

[h3]Aquatic Farmhouse and aquatic crops[/h3]
Let’s hope using them will be less confusing!
  • Updated Aquatic Farmhouse’s description and icon to better explain the building’s role.
  • Added a new keyword to the aquatic crops: Aquatic. Aquatic crops can only grow when partially submerged in the water.

[h3]Observatory changes[/h3]
We get it, we have underestimated the scientific value of gazing into the stars.
  • Updated building: Observatory. This Inventor’s Hut on steroids now produces Science Points at a high rate and no longer is an attraction.
  • Science cost adjusted to 1000 SP, building costs adjusted to 100 Planks, 50 Gears, 10 Pine Resin. Employs 4 workers.

[h3]Leisure buildings[/h3]
Just some small number changes to leisure buildings.
  • Updated building: Lido. Science cost adjusted to 250 SP, building costs adjusted to 40 Logs, 30 Planks. The beavers can enjoy their evenings in the water even earlier. Note: because of the Lido fixes (below), you will find out that your already-built Lidos have disappeared.
  • Updated building: Temple. Science cost adjusted to 400 SP, building costs adjusted to 150 Logs, 60 Planks. It’s now a bit more expensive, as beavers prefer to play rather than pray.

[h3]Fixes[/h3]
  • Fixed the bug that trapped beavers in the Metal Deposit (now: Underground Ruins) after a Mine’s removal.
  • Fixed the bug that allowed gathering goods from dead crops after reloading the game.
  • Fixed the gears overlapping in Large Windmill.
  • Fixed a bug with beavers focusing on eating berries with other food available. Kits in Breeding Pods send their regards.
  • Fixed Water Dumps and Mechanical Water Pumps sometimes overflowing reservoirs.
  • Fixed Mechanical Water Pump (Iron Teeth) working four times faster than intended. They’re efficient but come on.
  • Fixed bugs in how the text was displayed in the resource panel and on the save list.
  • Resources are now sorted alphabetically in the building’s inventory panel.
  • Fixed a bug that allowed building a Lido with a single platform acting as a “riverbank”. This fix will cause your Lidos to disappear after loading the game.
  • Fixed a bug that prevented building a Lido partially hanging in the air.
  • Fixed a bug with a settlement named “nul” blocking the game. Nice find. o_O
  • Fixed several crash causes.

Patch notes 2021-12-03 (main branch)

[h3]Miscellaneous[/h3]
  • This patch adds an extra parameter for diagnostic use only.

Patch notes 2021-12-01 (main branch)

Here's a small patch for today, this time for Timberborn's main branch.

[h3]Compatibility:[/h3]
  • The game should now run natively on Apple Silicon / M1 hardware. Please let us know your results.
  • Updated Steam SDK to the latest version.


In other news: our game designer Jon will be taking Timberborn's Experimental Branch for a spin LIVE today at 3 PM CET. You can watch the live stream here on Steam as well as on our Twitch channel. 🔴

Vote for your favourite beaver game to sit back/relax to

You're probably busy breaking our game's Experimental Branch - and we're equally busy trying to keep up. And if you do not own Timberborn yet, it's a good moment to change that because the game is now available with a 10% discount!

Either way, now that our debut title is out in Early Access, we'd like to give Steam Awards a shot. The nominations process has just begun. The competition is fierce but it would mean the world to us if you could nominate our beaver city builder in the Sit Back and Relax category above (*).



The voting lasts until the Autumn Sale ends on December 1. The top 5 nominees for each category will then be available for final voting during the Steam Winter sale. Please help the beavers get there.

Thanks!
Team Timberborn

(*) For some of us, it's more of the "Best Game You Suck At" territory. But we can probably agree that it's quite soothing seeing the little buggers run their errands while warehouses are full and water wheels spin. Of course, that's when the drought hits. ¯\_(ツ)_/¯