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Timberborn News

Patch notes 2022-09-07 (Experimental)

UI
  • Made several visual changes across the Settlement Panel to make it prettier and easier to read.
  • Removed the “Favorable/Unfavorable” tooltip from the Population well-being panel.
Audio
  • Added new sounds to the terraforming buildings.
Performance
  • Improved performance related to beaver wandering and resource calculations.
Bugs
  • Fixed the Path’s model preview on top of Terrain Blocks’ construction sites.
  • Negative average well-being numbers are now correctly displayed in Scary Red.
  • After starting a new game, you can now begin typing the new settlement’s name right away.
  • Fully grown trees and bushes no longer produce their goods (such as Pine Resin) when flooded.
  • Fixed a bug with lowered Gravity Batteries blocking the ability to plant.
  • Fixed a bug with District Centers not detecting each other correctly.
  • Fixed a bug resulting in negative numbers for homeless/unemployed beavers.
  • Restored Control Tower’s science consumption to 3 SP/h, mistakenly reduced to 2 SP/h in the previous update.
  • Fixed several crashes, including the one caused by deleting certain buildings at the map's maximum height.

Patch notes 2022-09-02 (hotfix, experimental)

[h2]Bug fixes:[/h2]
  • Older beavers no longer instantly die of old age upon loading a save.

Patch notes 2022-09-01 (hotfix, experimental)

[h2]Bug fixes:[/h2]
  • Fixed a crash caused by removing a district.
  • 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)

[h2]Localizations[/h2]
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.

[h2]Balance[/h2]
  • 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%.

[h2]Audio[/h2]
  • Added missing sound effects to Showers, Medical Beds, Healers, Gravity Batteries, and Teeth Grindstones.

[h2]Performance[/h2]
  • Increased the game’s performance with tweaks to moisture and work assignment calculations.

[h2]UI[/h2]
  • 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.

[h2]Misc.[/h2]
  • 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.

[h2]Bugs[/h2]
  • 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)

[h2]Balance[/h2]
  • 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).