Timberborn - Miami_Mechanistry
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.
Timberborn - Miami_Mechanistry
Fixes:
  • Fixed tooltips in a beaver's well-being panel.
Timberborn - Miami_Mechanistry
Fixes:
  • Fences can now be found in the Decoration category. 🤦‍♂️
  • Fixed a crash caused by opening the Well-being panel.
Timberborn - Miami_Mechanistry
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.



Improved tutorial
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.
Needs system rework, part 1
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.
Buildings
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.
Bug fixes
  • 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.
Other changes
  • 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.
Timberborn - Miami_Mechanistry
Hello everyone.

The reception of Timberborn Early Access has blown our minds. In the first seven days since launch, the game sold over 130,000 copies and maintained 94% positive Steam reviews.

After three years of work and all the stress in the final weeks, we couldn’t ask for a better reward. For that, a big thank you to everyone who has supported us – at launch and before. We love you all.


What's next?
This is just the beginning of a great beaver journey and we have plenty of work ahead of us. We’ve been receiving a lot of feedback from you - which is great because we develop Timberborn based on your voice.

As for our plans for the near future: while we have hotfixed the most outstanding issues, we’re still working on more bug fixes. If you encounter any crashes, please send us the logs - it helps big time. Our other immediate priorities include a better tutorial and improved save system, which will hopefully lead to the addition of cloud saves and GeForce Now support.

Other than that, we’re tinkering with new content big and small, digging through the many awesome ideas we’ve seen posted by our players. You’ll know more about that in the near future, and we hope it will tickle your fency.

Post-launch live stream
We'd like to invite you to join Jon and Michal for a post-launch live stream tomorrow, September 24, at 3 PM CEST! We'll answer questions and give you some tips on how to get your beaver settlements going. Oh, and you might win a copy of the game.

Where to watch?

On our Twitch: https://www.twitch.tv/mechanistry
On Facebook: https://www.facebook.com/TimberbornGame
Or below:

Okay, enough talking. We’re back to work and see you tomorrow!
~Team Timberborn
Timberborn - mechanistry
Fixes:
  • Fixed Folktails not reproducing as often as they should.
Sep 18, 2021
Timberborn - mechanistry
Crash fixes:
  • Invalid map names no longer crash the game.
  • Placing a building or a map editor object in the lower right corner of a map no longer results in a crash.

Other fixes:
  • Some of the issues with clicking load not doing anything are now resolved. Please let us know if the problem persists for you. It appears that for some people it is caused by certain antivirus software. Whitelisting helps some players. We’re working on a permanent fix.
  • Floodgates synchronized to their neighbors after the construction now display their level correctly.
  • You can no longer choose locked Iron Teeths by pressing Enter in the new game screen (lol).
  • 3x2 rooftops are now walkable.
  • A minor translation fix.
Sep 17, 2021
Timberborn - mechanistry
Crash fixes:
  • Deleting a Breeding Pod will no longer cause a delayed crash
Minor:
  • Fixed a typo in PL translation for no goods in stock
Sep 16, 2021
Timberborn - mechanistry
Big thank you to everyone who submitted crash reports! We were able to resolve the most common bugs, complete list below.

Crash fixes:
  • Linux users should now be able to load their savegames.
  • Unselecting a Distribution Post cancels route creation instead of crashing the game.
  • Using an illegal character in the save name no longer results in a crash.
  • A rare crash caused by selecting a building is now fixed.
  • Some previously missing redistributables are now automatically installed by Steam.
Minor:
  • Resources required to complete the construction of a Distribution Post are now visible.
  • Fixed a minor terrain rendering bug.
Timberborn - Miami_Mechanistry
Howdy!

The age of lumberpunk beavers begins today: Timberborn Early Access is now available!



This release was made possible by thousands of players who played the alpha, then beta, then demo, and shared their feedback with us – and to all of you, big thanks from everyone at Mechanistry. We hope you’ll join us now because Timberborn is in its best shape yet!

There’s a lot of new stuff. We’ve been previewing that over the past week so if you need more details, check the following previews, each focused on a different aspect of the game.If you want to dive deeper, check the lengthy patch notes we’ve just posted on the forums. But why just read when you can play the game yourself?

Timberborn is now available for PC and Mac in all 11 planned languages. You can purchase Timberborn Early Access for 24.99 USD with a launch week discount of 10%. Regional pricing applies so check how much it actually costs in your region.

The game is also available bundled with the soundtrack by Zofia Domaradzka!

https://store.steampowered.com/app/1062090/

Grab the game and let us know what you think because the great beaver journey begins today! Once again, big thanks from everyone at Mechanistry.

-Bartek, Kamil, Pawel, Jon, Kuba and two Michals
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