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Timberborn Developer’s Log #1: Folktails

Hello!

If you played the beta of Timberborn, you might remember the three makeshift “races”. The beaver factions in Early Access and beyond are much more distinguishable – each will have unique looks and play differently. For launch, we’ll have two factions. Today, you get to meet Folktails.

Let’s begin with a preview video offering some interesting life advice.
[previewyoutube][/previewyoutube]
Before we dig into the gameplay side of things, let's talk about our design choices.

Who on Earth are Folktails?
While still putting progress over “primal” beaver ways, Folktails respect Mother Nature. They work to live and in doing so they try to make the post-apocalyptic world a better (read: greener) place. They enjoy working in the field and consuming the fruit of their labour. For them, water means life, and they grow their settlements in balanced, nature-friendly ways. There’s one exception: even they can't say no to the canal-digging power of dynamite.

Gameplay-wise, we envision the settlements of Folktails as sprawling villages with vast areas covered with fields and orchards needed to satisfy their huge appetites. That also means you need a proper way of stockpiling food and preparing for droughts. You get to customize their settlements with lodges of different types. Folktails are also the only faction that knows how to produce energy with no fuel and no access to rivers – they have harnessed the power of the wind.



We wanted Folktails to focus on the food, but not to the point where it'd be the only distinguishable feature. They use the resources that the earth gives them such as food or water and use them to their fullest, making sure that every beaver is cared for and has a place to sleep, with different sized lodges to create unique constructions. We also wanted to put windmills in the game for a while now, and this faction seemed like a perfect fit. Originally, we thought to keep Folktails even closer to the ground, but we decided against it in the end, as the vertical architecture is an important part of the experience.
– says Jon Biegalski, a game designer at Mechanistry.

The faction’s style and architecture
Folktails use thatchings and build their structures with light wood. White plaster covers the boards and there are bits of moss here and there but that’s okay! We wanted the faction’s towns to feel like havens in the middle of a harsh wasteland. At the same time, the faction was to become a refined variant of what players recognize from the earlier versions of the game. We had some thatchings in the alpha, for example. We’ve given Folktails’ architecture to the demo’s Beavers of Demoria so you should have a good idea of what to expect.

Before we sat down to create Folktails a few months ago, our environment received a visual pass – and the new faction had to work well with the new color palette. Right from the start, we knew we would go for a nature-friendly, “cozy village” feel – as much as you can get that in a post-apocalyptic setting. We’ve gone through concepts based on American, Italian and Greek villages. We’ve had these hobbitish cottages with entrances going underground. We even tried using wall ornaments and mosaics before deciding to go with something simpler – says Jakub Mathia, Timberborn’s Art Director.

We love experimenting with curious shapes but the game is a tile-based city-builder after all. You can stack buildings one atop another, which calls for flat roofs and floors. We have a power grid system that uses power shafts attached to different wall slots, and the buildings can themselves transfer the power when put next to each other. When that’s less prominent, for example in the case of farms, grills or the temple, we can go wild, but often it’s the “gameplay and clarity first” philosophy that applies – explains Michal Zomerski, Mechanistry’s 3D Artist.



Folktails are also a good example of trying to balance “beaverish” designs (and materials such as wood, clay, moss, thatches) and buildings that recognizable for human eyes. Speaking of which: let’s see what Folktails can build.

Faction mechanics and unique buildings

Please note that what we're showing below is still a work in progress.[h2]Faction trait[/h2]Folktails enjoy good cuisine. Bon appétit!
  • Because of their more relaxed, farming-oriented lifestyle, Folktails’ consumption is 20% higher.

[h2]Housing[/h2]Folktails allow their members to live however they want. No wonder there are many unique lodge variants available only to them! Four types, to be exact.
  • Mini Lodge - housing a single beaver
  • Lodge - for three beavers (yup, it is now a faction-exclusive building!)
  • Double Lodge - for six beavers
  • Triple Lodge - for nine beavers

(Remember that beaver slots in lodges are no longer split into “adult” and “kit” slots. In most situations the original 2:1 ratio will still occur, though.)

[h2]Other unique buildings[/h2]Folktails favor progress but stick to the more eco-friendly branch of timbertech.
  • Windmills. All beavers need power to operate their factories, and Folktails have learned how to harness the power of the wind. Windmills come in two sizes, with the larger one providing you with higher power output. Just remember that the wind’s strength and direction change easily!
  • Underground Warehouse. Increased production requires a place to store the goods, and that’s the solution! Underground warehouses beat even Large Warehouses in terms of capacity.
  • Irrigation Tower. You already know this building, and it’s going to be exclusive to Folktails. Towers let the beavers water otherwise dry areas and turn them into future fields and forests. While an irrigation tower requires a continuous supply of water and a dedicated worker, it is a much easier and faster method than digging canals, especially in remote areas.
  • Farmer's Special. We don’t want to spoil everything yet but Folktails will also have access to another special building suitable for a farming faction. You already know about the Farmhouse so that's going to be something different. Can you guess what?

Folktails are the first of the playable beaver factions we’re introducing to Timberborn. When the game launches in Early Access and you choose these gold-hearted farmers, your experience will be quite different from what Beavers of Demoria have taught you.

It will be even more unique compared to how Iron Teeth roll. Who exactly are the Iron Teeth? That, our friends, is another story… and a topic for another Developer’s Log!

Until next time!
Team Timberborn

PS Big thanks for the patience to everyone looking forward to the game's launch. We want to give you the Early Access release quickly – but not in a half-baked form. Folktails wouldn't approve it.

PSS This is our first-ever developer's log. Want to see more such behind-the-scenes content? Let us know in the comments or on our official Discord channel!

Patch notes: Demo v20210524 (hotfix)

We've released another hotfix to Timberborn Demo.
  • Fixed a bug that resulted in beavers not distributing goods across warehouses unless desired amounts were manually set to values > 0.
Please remember to report any bugs you encounter using our new bug tracker!

Patch notes: Demo v20210512 (hotfix)

We've released a small hotfix to Timberborn Demo after yesterday's bigger update.
  • Fixed texturing in Inventor’s Hut.

Please remember to report any bugs you encounter using our new bug tracker!

Patch notes: Demo v20210511 – Play the demo in your language (and more!)

Hello! Cześć! Bonjour! Hallo! ¡Hola! Olá! Привет! Ciao!

Indie Celebration showcase comes to Steam on May 13th-14th, and we’re lucky to be its finalists. To celebrate and welcome new players, we have a fresh demo build. If you like what you see, please vote for Timberborn in the event’s Community Vote. It requires three clicks and no registration. To vote, go here.

Thanks!


(These beavers are casting their votes. Join them!)

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Now, for the update. It’s time to cross off another point on the list of things to be done before we can announce the Early Access launch date – the translations. We want to give you a taste of that ahead of the release, and today's update to Timberborn Demo is exactly that. Also, the game now looks better, loads faster, and there are multiple new music tracks to enjoy.

Please note that the update may be incompatible with older saves – it's better to start a new game.

If you’re new to the game: hail and well met! Please don’t starve your beavers.

And if you’re a veteran who wants to play Timberborn in another language – now it's the time. Be sure to let us know what you think about the localization. We want to make it right for launch.

Speaking of which: from now on, the best place to report any issues – both translation- and gameplay-related – is our public bug tracker. It doesn’t require registration and will help us prioritize the work for launch and beyond. Please check it whenever you encounter a problem with Timberborn!

(*) We wanted to say こんにちは!, 안녕하세요! , and 你好!here as well. Sadly, we encountered a nasty bug with the engine so even though the Japanese, Korean and Simplified Chinese localizations are ready to be implemented we had to hold that off. We’ll add them ASAP. Thank you for your patience.

[h2]Patch notes – Demo v20210511[/h2]


[h3]In-game text[/h3]
We have added seven out of ten translations planned for the Early Access launch. The Japanese, Korean, and Simplified Chinese versions will follow as soon as the Unity bug is fixed.
  • Timberborn Demo is now available in English, Polish, French, German, Spanish, Brazilian Portuguese, Russian, and Italian.
  • If the language doesn't change automatically based on your Steam settings, check the in-game Settings to change it manually.
[h3]Visual update, part 2[/h3]
We’re following up on the new style update from the previous patch with an additional visual pass. We’re also trying out a brand new style of particle effects! BOOM!
  • Made visual tweaks to building elements such as walls, roofs, paper, or thatchings.
  • Replaced particle effects for fire, smoke and explosions.
[h3]Buildings[/h3]
We heard your concerns about the smoke coming out through Grill’s roof… so while changing the particles (see above) we changed Grill’s model entirely.
  • Grill received a new model and is now a 2x2 building.
[h3]Music[/h3]
We’ve added more music composed for Timberborn by Zofia Domaradzka! You clearly like Zofia’s songs so it’s time for some major additions! We now have a new main menu theme and you will hear different in-game tracks depending on whether it’s a wet or a dry season.
  • Added a new main menu track.
  • Added two dry season-specific tracks.
  • Added one wet season-specific track (on top of the three existing ones).
[h3]Adaptive speed[/h3]
When you increase game speed, it will now increase slightly less if you’re playing on a map with a higher population. This helps reduce lag in later stages of the game.
  • The game now uses dynamic speed adjustment. The speed increase remains at flat x3 and x7 at the beginning of the game.
[h3]In-game UI[/h3]
We’ve made changes to the in-game UI and screens such as Settings. For Early Access launch, changes will be much more prominent – what you see now is an ongoing work in progress related to the implementation of UI Toolkit now available to Unity developers. (Yay, that’s us!)

[h3]Children behaviour[/h3]
We've made some adjustments to the behaviour of kits and adults claiming free spots in lodges.

[h3]Performance[/h3]
Even though we’re still working on the performance, depending on the size of your settlement and population, the loading times should now be shorter, sometimes even halved.

[h3]Bug and Suggestion Tracker[/h3]
Not really a part of the patch but we wanted to stress out the importance of this. While we will continue to check bug reports on the Steam forums and discuss them on our Discord, the best way to report problems with Timberborn is to use the dedicated tracker we now have.

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As a final note: there’s more happening behind the scenes. In the near future, we’ll tell you about a solution we came up with that makes running large settlements easier and more fun… while also improving the game’s performance. Stay tuned! And vote, please.
PS If you're part of our Polish-speaking community, join us for our very first stream in Polish on our Twitch – this Friday, 3 PM Warsaw time. Będzie bobrze!

Patch notes: Demo v20210322 – New style, build prioritization, and more

Hello everyone!

The work on Timberborn is progressing well, and we wanted to share a bit of that by updating Timberborn Demo! So, we’re changing visuals for ALL the buildings. We have also added the build priority system, a.k.a. the beaver dancefloor. In other news, one of the woes that our beta testers are familiar with is gone – it is now easier to control the population.

[h3]Visual changes
[/h3][previewyoutube][/previewyoutube]Different playable factions of Timberborn will each have a unique architecture. Today’s update changes textures, colors and models of buildings to showcase the style of one of the factions arriving with the Early Access launch. We have also added lights to the operating buildings. We may still be tweaking the visuals so let us know if you like what you see!
  • Changed textures, colors, and/or models for ALL buildings present in the demo.
  • Windows of occupied buildings will now light up. That includes lodges at night – it’s quite a sight and a signal of the upcoming baby boom.
[h3]New tool: Assign priorities[/h3]
We’re keeping track of all the feedback you send us, and a better building priority system was so often requested we decided to deploy it ahead of launch. Oh, you guys.
  • There are now five levels of building and demolishing priority: from very low (1) to very high (5). The default priority is normal (3).
  • Added Assign priorities tool to the bottom panel. Use it to select a priority and mark (or paint over) objects scheduled for building or demolishing. Each priority has a color, and after clicking the tool’s button, a colored preview will be displayed for all projects.
  • Added corresponding priority buttons to the menu of each object scheduled for building or demolishing.
[h3]Population growth[/h3]
The change below lets you choose when to grow your colony – which is important, especially when your population hits higher numbers. Need more happy little beavers? Build more lodges.
  • Kits no longer move out of their parents’ lodges once grown-up unless there are unclaimed lodges in range.
[h3]Camera[/h3]
The changes below helped us create some fancy new GIFs to showcase new and refreshed buildings. Check our social media channels for those – starting tomorrow!
  • It is now possible to Shift-click the “Follow” (eye) icon so that the camera follows the object without highlighting it with a green tint.
  • Fixed a bug that caused “Follow” not to focus on the building’s centre.
[h3]Miscellaneous changes[/h3]
  • Added a counter in the upper left corner that displays a number of homeless beavers.
  • Updated the “Nothing to do” icon.
  • Shafts have been renamed Power Shafts.
  • Replaced “Fuel cycles” with a percentage of “Fuel depletion” in log-consuming buildings.
  • Replaced “Jobless” with “Unemployed” in descriptions of beavers and buildings.
  • Made minor changes to other descriptions, including the way we display what needs are satisfied by particular buildings or goods.
  • From now on, we will be naming Timberborn builds using the pattern you see in the patch notes' title. In-game version names will reflect that, making it easier to keep track of game versions.
[h3]Bug fixes[/h3]
  • Fixed a memory leak.
  • Fixed a bug that caused backpacks not to be taken off after beavers carrying them entered the lodge. That’s work-life balance 101.

We would love to hear what you think about the new changes, especially the new visuals! You can use our forums, or if you want to talk to us directly, hop on our official Discord. We’ve just kicked off a new #BeaverBrainstorm to discuss present and future “Fancy towns”!