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Patch notes 2021-10-20 (& contest!)

Hello everyone!

As promised, we’ve made changes to how Timberborn’s save system works. The new iteration makes it easier to build beaver towns over multiple sessions but also saves space on your drive.

Contest time
But first, let us invite you to join our first city-building contest in the Early Access. Whether you crave eternal fame (and a place in the game’s credits) or want to play on Helix Mountain, an experimental map we built with the community, visit our Discord or check this thread for details.



And now, the patch notes.

Improved save system
We know working with the previous save system could be a pain in the tail. We’re addressing that in a few ways.
  • Saves are now grouped based on a settlement you’re working with. You will be prompted to enter the settlement’s unique name once you start a new game or load an old save.
  • The new saves created at that point and going forward will be stored in a corresponding subfolder located in the Saves folder. The in-game “Load Game” screen lets you browse the saves grouped by settlement (subfolder) as well. Saves that are yet to be assigned to a named settlement are found in the Unnamed settlement in-game. Their location in the Saves folder hasn't changed.
  • The game now uses only three autosave slots per settlement, overwriting older autosaves as needed.
  • The new save files (as well as the map files) now use a .timber archive format. As a result, files are 5 to 10 times smaller.
  • Existing .json map files are backwards compatible but the new maps you create or modify will be saved as .timber files. Map localization on your drive hasn’t changed.
  • Cloud saves are now enabled on Steam. Make sure you have Steam and Timberborn set to synchronize files with the cloud so that it works properly. Please note that only the new, small .timber files (maps and saves) are stored. Nobody likes heavy clouds, right?


Miscellaneous

The work continues on the new content update. In the meantime, here are some other changes, some of which are totally unrelated to what's coming.
  • Made visual adjustments to the tree models.
  • While placing down gatherable resources in Map Editor, it is now possible to choose whether they should be in the “ready to gather” state.
  • Added new Need Groups to replace singular needs.
  • Renamed most Needs and placed them in their correct Need Groups.
  • Separated Aesthetics and Social Life groups into multiple Needs.
  • Made minor text adjustments to how the yield progress is displayed on resources.
  • Made minor visual adjustments to needs’ status bars.
  • Optimized code related to Monuments, Decorations and Breeding pods to increase performance in large settlements.
  • Adjusted some tutorial tips so that they lead to fewer beaver casualties.
Bug fixes
  • Fixed severe performance issues related to beaver wandering. Thanks also go to our modding community!
  • Fixed the first drought on Normal difficulty that sometimes was longer than intended.
  • Beavers no longer stop bringing nutrients to Breeding Pods in certain scenarios.
  • Fixed progress bar overflowing in the kits' growth progress bar.
  • Fixed Scarecrow's height restrictions so that it can no longer stick its head through bridges. That was too spooky even for Halloween.

Patch notes 2021-10-08 (hotfix)

Fixes:
  • Fixed tooltips in a beaver's well-being panel.

Beaver city-builder Timberborn gears up for its first content updates, starting with fences

'Beaver city-builder' continues to be my favorite three-word game description in, well, ever, and any excuse to keep using it is okay by me. After a successful debut in Steam Early Access, the devs behind Timberborn are starting to gear up for the game's first big content updates. For now, we're getting fences, but bigger things are in the works.


As of today's update, you can now build log fences, plank fences, and metal fences. They're all intended as decorative objects, so they'll help give your constructions a more organised feel. As the devs note in the announcement, the paper mill has also been redesigned with a more symmetrical model to make it easier to integrate into your town.


There are also some changes to the needs system in here, with more to come. Needs are now grouped, so you'll see, say, hunger and thirst grouped under the basic need category. "Needs previously reserved for adults are now also available to kits," the devs note. "What it means is that it is now possible to reach population well-being of 15."


Read the rest of the story...


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Beaver city builder Timberborn sells over 130k units in one week

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Patch notes 2021-10-07 (hotfix)

Fixes:
  • Fences can now be found in the Decoration category. 🤦‍♂️
  • Fixed a crash caused by opening the Well-being panel.

Patch notes 2021-10-07

Hello everyone!

Once again, thanks for the amazing reception of Timberborn Early Access. We’re now preparing more content and features, following up on the players’ suggestions. If you want to tell us what you want in the game, it’s best to use either the forums, Discord, or this bug/suggestion tracker.

In this update, we’re fixing more bugs, improving the tutorial, and preparing for a hefty content patch that's going to drop on your beavers in the future. We now also have in-game fences. As mentioned here, we’re working on a better save system as well but it’s not ready yet.



[h3]Improved tutorial[/h3]
We’ve updated the tutorial. It is still focused on the basic aspects of running your settlement so let us know how you find it after the changes!
  • Added additional tips to the tutorial.
  • Icons related to the currently active tip will now blink.

[h3]Needs system rework, part 1[/h3]
There’s a large content update coming that will make good use of the updated needs system, and we’re already preparing for that. No spoilers yet, but it will be something tasty.
  • Needs displayed in the Well-being panel and after clicking a beaver are now grouped (for example, Hunger, Thirst, and Sleep are now Basic needs).
  • Needs previously reserved for adults are now also available to kits. What it means is that it is now possible to reach population well-being of 15.

[h3]Buildings[/h3]
We’ve added three types of decorative fences. Go ahead and customize your settlements further! Also, Paper Mill has a new model.
  • New building: Log Fence (150 SP, 3 logs)
  • New building: Plank Fence (150 SP, 3 planks)
  • New building: Metal Fence (250 SP, 3 metal blocks)
  • Paper Mill now has a new, symmetrical model that’s easier to use and connect power to.
  • Fixed the lighting in Rooftop Terrace.

[h3]Bug fixes[/h3]
  • It is no longer possible to build Floodgates on top of the 3x2 roof.
  • Lists of goods (for example in the Distribution Post) are now sorted alphabetically based on the localized names.
  • Beehive no longer increases the growth progress of withered crops.
  • Fixed Depth Marker’s behaviour when built on a platform.
  • Fixed global height limits on water levels – the water on the map can now be as high as the highest allowed buildings.
  • Fixed a bug with overlapping in-game text.
  • Metal Blocks are now properly saved as "MetalBlock" in savefiles.
  • Fixed rare cases when beavers refused to plant at certain spots.
  • Flag workers will now try to move currently carried goods to a warehouse if their flag is paused/destroyed.
  • Buildings will no longer display "vacant" warnings if they're paused.
  • Fixed performance drops that happened when large numbers of unemployed beavers tried to resupply Breeding Pods with no resources available. They were just trying to help, mkay?
  • Fixed a problem with “leaking” map edges after placing and removing a water source in the map editor.
  • Fixed a problem with the flooded/not flooded status on rotated Water Wheels.
  • Fixed a crash caused by deleting a Deep Water Pump built at the highest possible level.
  • Fixed a problem with the Underground Warehouse’s entrance being blocked when built at the lowest possible level.

[h3]Other changes[/h3]
  • The player logs now include more information about the user’s hardware configuration. It helps us identify scenarios where crashes and other problems occur on a specific setup.
  • There are now limits on the values entered on the Custom Difficulty Mode screen.
  • Map Editor now allows adding multiple ruins at once by dragging a cursor.