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Patch notes 2021-12-16 (hotfix, experimental)

Fixes
  • Fixed beavers not cutting dead trees.

Patch notes 2021-12-16 (experimental)

[h3]Mechanical Water Pumps[/h3]
Mechanical Water Pump and Deep Mechanical Water Pump were changed in a few ways. Their models were updated to reflect the changes.
  • The pumps no longer stop waterflow.
  • They are buildable on any stackable building, not only on Levees.
  • They discharge water one block lower than before.
  • Shafts can only be connected from the two shortest sides.

[h3]Saves compatibility[/h3]
Save version compatibility checks were added.
  • Loading any save made before this update will result in a warning but you can ignore it if the save was made on Experimental Branch.

[h3]Fixes[/h3]
  • The game should no longer freeze on macOS during launch or when changing resolution.
  • Tree stumps no longer block building a Water Dump.
  • Tree stumps no longer prevent Lumberjacks' warning icons from appearing.
  • Fixed the "Nothing to do in range" warning icon not disappearing at night.
  • Fixed the highlight not disappearing after blowing a marked-for-tree-cutting area up with dynamite.
  • Fixed the “drought incoming” sound playing incorrectly and scaring beavers.
  • Updated the Shrub's incorrect sound effect.
  • Fixed Floodgates' colliders.
  • Fixed Large Water Wheel not applying water resistance at every occupied tile.
  • Fixed the FPS drops after marking a large tree cutting area.
  • Fixed beavers preferring Grilled Spadderdock over other types of food. That one was perfectly understandable, though.

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.