Timberborn - Miami_Mechanistry
Balance
  • 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).
Timberborn - Miami_Mechanistry
Misc.
  • Decreased the well-being level required to unlock Iron Teeth to 15.
  • Notification on dying golems now reads “XXX broke down”.
Bug fixes
  • Fixed a crash caused by the layer switching tool.
  • Fixed a crash sometimes occurring when saving the game.
  • Kits are now correctly granted the Wet Fur bonus when in water.
Timberborn - Miami_Mechanistry
Here's a hotfix patch for today's experimental update.
  • Beavers' swimming speed is back to what you'd expect from these majestic, water-loving creatures.
  • Updated several tooltips.
Timberborn - Miami_Mechanistry
Hello everyone!

It’s been over two months since we made the first changes to the needs system and deployed our initial golems iteration. We’ve been monitoring your feedback, and while many players enjoyed these features right away, we’ve also heard voices of dissent.

In today’s update, we’re making further improvements to golems, the well-being mechanics, and the district migrations. We want to make them all more understandable and enjoyable!

Patch notes 2022-08-24 (Experimental)

Golems
Your robotic rodents already require production and powering up. Further maintenance duties were a bit too much, limiting their usability, how easy they were to migrate and so on. We’re making cuts here while also giving Folktails their own way of boosting golems’ efficiency.
  • New building: Catalyst Tank (600 SP; 15 Gears, 20 Treated Planks, 15 Metal Blocks; Folktails only). Use this to supercharge your Barrelbots with a secret plant compound!
  • Biofuel Refinery has been renamed Refinery and has a second recipe: Catalyst.
  • Golems no longer explode and pollute their surroundings on death.
  • Removed Maintenance Station from the game.
  • Removed Disposal Facility from the game.
  • Golem Factory (both factions) was renamed Golem Assembler. Its model was replaced with an updated Maintenance Station’s model. Yeah, we deemed it too cool to just throw away!
  • Renamed “Control Signal” need to “Control Tower” (to keep it in line with beaver needs). It’s now a purely positive need that boosts golems’ condition when satisfied.
  • Removed specific profession boosts in Control Towers. The overall performance of golems has been increased due to the well-being rework.
  • All optional golem buffs are now under the “Boosts” need category.
Well-being rework
After we made the first changes to the Needs system, we continued tweaking the Well-being panels and how they conveyed the information. In the end, we realized that it was still too hard to understand how bonuses work and to check what provides what. Also, despite different available combinations, the pool of actual bonuses was limited, so we’re simplifying the whole system. This also gives you more freedom in deciding how to make your colony happy. Regardless of your playstyle, every new food type, attraction or decoration has a positive effect.
  • Each unit’s well-being (or “condition” if it’s a golem) rating is now a summary of values provided by needs and attractions (or negative values if a beaver is injured etc.). Different needs and attractions have different values - now always displayed and greyed out if not satisfied.
  • Well-being and condition are now tiered - when a unit hits a certain tier, its bonuses are boosted.
  • Bonuses affecting a unit are now summed up and directly displayed in the unit’s panel.
  • Bonuses for adult beavers are Work Speed, Movement Speed, Life Expectancy.
  • Bonuses for kits are Growth Speed, Movement Speed, Life Expectancy.
  • Bonuses for golems are Work Speed, Movement Speed.
  • Kits now properly enjoy Wet Fur and Shelter as separate needs contributing to their Well-being.
  • Overheating has been removed.
  • Renamed Food and Water back to Hunger and Thirst.
  • Folktails’ Fertility buffs and debuffs have been removed, but the base Fertility value has been increased.
  • Carrying capacity buffs and debuffs from needs have been removed, but the base beaver and golem carrying capacity was increased to 14 and 20, respectively.
Migrations
The addition of automated migrations was well received. Still, you made it clear that while an automated component is welcome, you also needed a manual way of controlling the numbers. That panel could also be a bit easier to use. We’re happy to oblige.
  • The “Migration” tab in the Population panel now has two sections.
  • The “Manual migration” section at the top allows you to pick two districts and directly migrate 1, 10 or all units from each category: Adults, Kits, and Golems between them.
  • The “Automated migration” section allows you to set the desired minimum for each unit category. The game will try to migrate units for you to satisfy these minimums.
  • Each district in the “Automated migration” section now has two buttons for each unit type (adults, kits, golems) that allow completely blocking their immigration and/or emigration.
Balance
The changes above required tweaking some numbers, obviously.
  • Golem Assembler now costs 750 SP to unlock and 100 Planks, 50 Gears, 50 Metal Blocks to build.
  • Control Tower now costs 1000 SP to unlock and 20 Planks, 15 Gears, 20 Metal Blocks to build.
  • Folktails’ Golem chassis now costs 5 Planks, 1 Metal block, 1 Biofuel.
  • Iron Teeth’s Golem chassis now costs 5 Planks, 1 Metal block.
  • Golem limbs (both factions) now cost 1 Plank, 3 Gears.
  • Golem heads (both factions) now cost 1 Plank, 3 Gears, 1 Metal block.
  • Changed the maximum life expectancy of adult beavers and kits to +110%.
  • Changed Cogheads’ lifespan to 70 days to match Barrelbots’ lifespan.
  • Scarecrow now grants +1 well-being to beavers in its radius.
  • Beavers working in Biofuel Refinery now have a chance to be injured rather than poisoned.
  • Increased Working speed penalty from Starvation to -50%.
  • Beavers with a negative sleep need now get a 10% movement speed penalty.
  • Increased injury chance in end-game workshops. It is not as high as before the July 21st reduction, promise!
Misc.
  • Mud Bath now requires Dirt to build rather than Gears.
  • Construction of Dirt Excavator and Gravity Battery is no longer obstructed by tree stumps.
  • While Injured beavers resting in Medical Beds no longer display the “Injured” icon, their status will now remain set to “Injured”.
  • District Centers now display the range preview when placed as part of construction in progress.
  • Some of the buildings’ costs have been reordered to match the rest of the game.
  • Cleaned up the need tooltips.
Bug fixes
  • Blocked and not-operating Dirt Excavators no longer consume energy.
  • Raising terrain no longer changes the appearance of adjacent blocks.
  • Flavor text will now correctly appear after the construction of the selected building finishes.
Timberborn - Miami_Mechanistry
Bug fixes:
  • Fixed a crash after disconnecting Healer from a district where they distributed meds.
  • Fixed a crash after deleting one of two districts with the Migration panel open.
  • Fixed a rare crash after loading a large, old savefile.
Timberborn - Miami_Mechanistry
Hello everyone!

It's time for a big one. Today, we’re updating the experimental branch with a highly demanded ability to excavate earth and put up new terrain blocks. This way, your beavers can reshape entire maps to your liking. Yes, you can even rebuild that hill you blew up by mistake!

But first, a PSA: everyone who owns Timberborn can play on the Experimental Branch! Here’s a reminder on how to play Experimental on Steam. And if you want to get even more experimental, build a space base, and blow up some aliens - now you can get Timberborn bundled and discounted with The Riftbreaker! Yes, that gorgeous, face-melting game by our friends from EXOR Studios! <3



Patch notes 2022-08-11 (Experimental)


Terraforming
Unlocking golems now has an extra perk - you get the workers that handle the terraforming business, a.k.a. excavating dirt and putting up new land blocks. It is an entirely new in-game system so please keep an eye for sand bugs and share your feedback about this initial iteration!
  • New building: Dirt Excavator (2000 SP; 100 Treated Planks, 100 Gears, 50 Metal; 4 workers - Golems only; requires 200 HP to operate). This metal monstrosity excavates a new resource, Dirt, from below, drilling deeper and deeper. Once it reaches the map’s bottom it will continue mining without destroying terrain.
  • New building: Dirt Pile (500 SP; 100 Planks, 25 Metal). Guess what, this is where you keep all your precious Dirt.
  • New building: Terraforming Station (750 SP; 200 Treated Planks, 30 Metal; 4 workers - Golems only). Golems employed here take on the dangerous job of putting up new terrain blocks.
  • New “building”: Terrain Block (6 Dirt). Once you have gathered enough Dirt, you can start placing new blocks. Even though they’re cubes, it is crucial to rotate them correctly - golems from the Terraforming Station build them in the order indicated by arrows. Use this mechanism to stop golems from blocking access to planned construction sites and to prevent cutting off the builders.
Balance
The arbitrary number sky is the limit!
  • To accommodate terraforming, the maximum in-game terrain height was increased to 22 tiles. The maximum terrain height in the map editor is still 16 tiles.
  • The maximum building height remains set to “10 tiles above the maximum terrain height” which effectively increased the maximum in-game building height to 32 tiles.
Misc.
  • Added flavour texts to all Update 2 buildings and objects.
Bug fixes
  • Mine’s door now displays a correct range indicator.
  • The “Population Wellbeing” panel now correctly scales down on larger-scale UIs.
  • Out of respect for the dead, beaver and golem bodies will now be transported to the closest available tile after you remove a platform they were on.
  • Fixed a bug with a Power Shaft Intersection not rotating properly.
  • Fixed a bug with Mechanical Water Pumps (both factions) wasting water by pumping it out without available space on the other side.
  • Showers no longer work without water. :O
Timberborn - Miami_Mechanistry
The Experimental Branch is generating lots of feedback, and we thank you for that. Please keep it coming! Today, we’re fixing several bugs reported by our players while also making some other minor changes.



Misc.
  • Gravity Battery’s model was updated. It is no longer stackable as it allowed for some slightly too funky setups.
  • Water Dump can now be placed under platforms.
  • When saving the game, you can now browse earlier saves, for example to overwrite them easily.
  • Settlement Panel icons are now highlighted when under the cursor.
  • Need tooltips now update real-time.
  • Added and updated several golem animations.
Bug fixes
  • Engine now correctly charges up Gravity Batteries when there’s no energy consumption in the network.
  • Shrine’s flame no longer disappears after clicking the building.
  • When trying to place an attraction in an unavailable area, AoE for all other attractions of that type is now still displayed.
  • Fixed a bug with status icons always appearing in front of fire particle effects regardless of the actual distance from the camera.
  • Updated the Numbercruncher’s model to lower the poly count.
  • Fixed the not-so-great beaver colliders, making it easier to click them for example in a Medical Bed.
  • Golem Haulers no longer misplace their backpacks.
  • A beaver’s overall well-being is now correctly calculated.
  • Fixed a bug that resulted in incorrectly calculated swimming speed.
  • Medical Beds can no longer be prioritized by haulers.
  • Injured beavers that are already resting in a Medical Bed no longer display the “Injured” status icon.
  • Fixed a bug with the migration panel not updating correctly.
  • A pop-up window used to rename a unit or a district now allows typing right away.
  • Sliders in Settings no longer reset their position after clicking a different button.
  • Switching a recipe in a building no longer causes its panels to temporarily break.
  • Fixed several other minor visual issues across the UI.
  • Fixed the visual bug with the water shader.
Timberborn - Miami_Mechanistry
  • Fixed a crash after load caused by having a Gravity Battery in the construction stage.
  • Added the "Delete map" button to the map browser.
Timberborn - Miami_Mechanistry
Hello everyone!

Today, we’re addressing two popular requests - to add the in-game batteries (with a lumberpunk twist!) and to make migrations between districts easier to handle. We are also tweaking some of the Update 2 content you already know. You’ll find the patch notes below, right after a little musical treat.

Music for Post-apocalyptic Beavers

If you missed our special segment at the Save & Sound music festival, fret not. Here it is - a behind-the-scenes look at the creation of Timberborn’s soundtrack and the world premiere of “The Shores of Beaver Bay”, a lumberpunk sea shanty recorded by Timberborn players and devs.

Spoiler: we like the song so much we’ll add it to the in-game credits (no ETA yet).



Patch notes 2022-07-21 (Experimental)

Gravity batteries
Wouldn’t it be cool to store the excess energy your settlement produces and then release it once the power consumption reaches its peak? Our beavers thought just that and after tinkering with the solutions for a moment, they borrowed came up with the idea for gravity batteries.
  • New building: Gravity Battery (40 planks, 40 gears, 10 metal blocks; Solid; capacity depends on how high it is above the ground). The battery’s load automatically lifts using energy surplus and then lowers to release its stored energy back to the network.

Migration Panel
We want to make districts easier to use, and the new tab in the Settlement Panel helps a lot in that area.
  • New tool: Migration Panel. This panel allows you to manipulate population numbers for adult beavers, kits, and golems in all (or some) districts. You can set desired minimums as well as manually change the current numbers, all in one place.
  • The game will try to keep the desired balance without you having to make manual adjustments.
  • District Center button for migration now redirects to the Migration Panel.

Building changes
The Water Jet’s role was not very intuitive, so we’re replacing it with a turbocharged version of a Shower. Also, Numbercruncher’s model should now be more appealing.
  • New building: Double Shower (10 logs, 1 plank; 2 slots; Iron Teeth-exclusive). Not only does this version fit two beavers at once but also its pipe is 6-tiles long.
  • Water Jet was removed from the game.
  • Numbercruncher has a new look that’s also more appropriate to its current role.
  • Power-generating buildings no longer animate based on the power grid’s efficiency (which was the most visually jarring in Power Wheels turning slooowly).
New player experience
Here’s a small batch of tweaks to make the beginnings a little easier.
  • Increased the number of carrots required in the “Plant some carrots” tutorial step from 70 to 100.
  • Changed the default Farmhouse action to planting.
  • Broken Teeth status now starts to trigger after an increased number of cut trees.
  • Updated several tutorial tips.
  • Updated the presentation of effects granted by satisfied needs.
Balance
Injuries are fun until they are not.
  • Medicine now only takes 1 hour to create, requires 1 Dandelion, and the recipe has an output of 2 units.
  • Increased Healer's storage capacity.
  • Lowered the chance of receiving an Injury by 50% across all workplaces.
Misc.
  • Updated the presentation of resource consumption in buildings.
  • It is now possible to empty a Medical Bed’s storage to free up some Medicine.
  • Updated the Builders’ Hut description.
  • Updated Control Tower's description.
  • Added maximum depth information to Shower descriptions.
Bug fixes
  • Icons for buildings that are flooded and in need of water are now different.
  • It is now possible to choose the Control Tower’s bonus boost by clicking anywhere in the boost’s line, not just on the button.
  • Fixed a bug with attractions (including Charging Stations) connected to the Engine that wouldn’t accept visitors.
  • Golems in the Settlement Panel are now correctly sorted alphabetically.
  • Fixed a rare crash.
  • Fixed the Medical Bed’s lights.
  • Fixed the Medical Bed’s construction preview.
  • Fixed a bug with beavers not distributing the Medicine to Medical Beds.
  • Fixed a bug with the Beaver Statue and Roof 2x3 not providing their bonuses.
  • It is no longer possible to ascend to the state of over 100% Adulthood.
  • An animation of a beaver sleeping or resting in a Medical Bed is no longer PEGI-18 while the game is sped up.
Timberborn - Miami_Mechanistry
Hello!

Big thanks to everyone who shared their opinion about golems in Update 2! Today, we’re making several changes to address your feedback. We also have the second batch of the new content, this time related to the needs system. But before you order an overheated beaver…

Developer’s Minilog: Negative effects



It’s a good moment for a follow-up to our developer’s log. Let us explain why we’ve decided to torment your already miserable-at-times beavers with more negative effects.
  • It’s a tool to counterbalance overpowered mechanics, both existing ones and those that we will introduce in the future. Before, we had to shelve many cool ideas that, without any way to nerf them, could ruin the game’s difficulty curve.
  • Keeping your beavers starved or dehydrated used to be a good strategy to reduce food and water consumption - and you could fix an excessive hunger with a few carrots. It did not have any bad consequences, except perhaps on the player’s conscience.
  • Similarly, extended lack of sleep or shelter now meaningfully affects beavers’ behaviour. With overheating in place, droughts become a deeper threat that’s harder to ignore.
  • The ability to add negative effects allows us to expand existing features when it makes sense, for example by adding stinging bees to Beehives, broken teeth for lumberjacks, and work injuries of varying likelihood and severity in workplaces.
  • At the same time, we have another area where we can add more raw, lore-friendly content - such as teeth grinders, dandelions, medical beds, and healer huts.
We hope you'll like what we're adding today. Please let us know what you think!

Patch notes 2022-07-06



Temporary statuses and where to find them
You have already seen certain temporary statuses thanks to the addition of golems. Now, we’re expanding this system to cover the post-apocalyptic fate of regular beavers, too.
  • New status: Overheated. After spending too much time in the heat of drought, beavers suffer from a heatstroke (read: -10% working speed and -10% walking speed).
  • New status: Wet fur. For some time after leaving the water, beavers gain a 5% increased walking speed as well as immunity to Overheating.
  • New status: Bee sting. Bees from Beehives will now sometimes sting nearby beavers which results in the beaver feeling unhappy, thanks to its swollen face.
  • New status: Broken teeth. Lumberjacks will now occasionally break teeth, reducing their effectiveness. The more trees they cut, the more likely it is to happen.
  • Every few hours, all beavers working in factories have a chance of receiving an Injury (a temporary status that had already been inflicted by exploding golems). Injuries decrease walking speed by 50% and cause the beaver to refuse to work until healed. The chance of receiving and the duration of a received injury differ between workplaces.
Temporary statuses - countermeasures
Alright, alright, we don’t want your beavers to just suffer!
  • New building: Shower (Folktails-only, 1 slot). Thanks to its long pipe submerged in water, this thing makes your beavers wet even if they’re working well above the water surface. ( ͡° ͜ʖ ͡°)
  • New building: Water Jet (Iron Teeth-only, 1 slot). Installed directly in water, this compact attraction ensures your beavers stay in water for a longer period of time.
  • New building: Teeth Grindstone (1 slot). Beavers visit this to sharpen their broken teeth while hoomans squirm at a thought of how this torture device works.
  • New building: Medical Bed (1 slot). Injured beavers go here to be healed. And if you have an access to Medicine, it is super effective!
  • New building: Healer (1 worker). A good doctor working here produces and distributes Medicine to beavers resting on Medical Beds.
  • New resource: Dandelion. Found in the wild or grown by Foresters, and cut by Gatherers. Used as the primary Medicine ingredient.

Needs system rework - cont’d
Food and Water (previously: Thirst and Hunger) were updated in the initial Update 2 release, now Sleep and Shelter get a similar treatment.
  • Sleep and Shelter can now also reach negative values.
  • Sleep-deprived beavers fall unconscious when the bar reaches its minimum value. (It works the same as it used to, but it’s now consistent with other “bidirectional” needs).
  • Shelter no longer provides any stat boost when fulfilled.
  • With Shelter below 0, beavers suffer from -20% Life Expectancy. Base life expectancy has been increased, so if Shelter is above 0, the average lifespan remains the same.
  • Beaver needs that had a boring “no effect” tooltip have received short descriptions.
  • Needs are no longer equal in the wellbeing scores - harder-to-fulfil needs give more wellbeing.
  • Wellbeing score required to unlock the Iron Teeth has been adjusted but still requires a similar amount of progress.
  • Need bars now have a small area that’s always displayed to better communicate that the need has a non-zero value.

Control Tower
Yeah, the first Control Tower turned out pretty bland. We’re giving it an ability to add a specific AoE boost instead of being a simple SP sink and a “do Cogheads in this area suck” check.
  • Control Towers now allow you to pick a specific work speed boost (to Construction, Cooking, Woodworking, Metalworking, Assembly, Farming, and Forestry). The boost applies to all Cogheads operating in range (on top of the Tower’s regular bonus).
  • Activating that secondary boost costs between 1 and 2 extra SP per hour, depending on the boost.

Balance
Everybody loves playing with numbers!
  • Workplaces now only consume energy while actually operating.
  • Engine will no longer consume logs while there’s a zero need for energy in the connected power grid.
  • Disposal Facility’s capacity is now 5 times larger.
  • Broken golems will no longer leave the Disposal Facility or the Maintenance Station when these buildings become unoperational.
  • Changed Barrelbots’ lifespan to 70 days.
  • Broken golems now wander for 2 days instead of 1, which should lower the rate of spontaneous explosions.
  • Golem wreckage now disappears faster.
  • Lowered base Control Tower cost from 2 to 1 Science Points per hour.
  • Adjusted Inventor and Observatory output numbers slightly to get rid of decimals.
  • Engine now uses 0.2 logs per hour, down from 1, and its internal storage has been lowered to 10 logs. (Translation: the full storage now sustains the engine for 2 days, up from 1).
  • Increased the weight of Scrap Metal from 9 to 11.
  • Increased the weight of Golem Chassis from 10 to 11.

Iron Teeth science production changes
Costs related to the Numbercruncher were too high so we’re tweaking them… but we’re taking it one step further. To further differentiate the factions, we’ve removed the Observatory from the Iron Teeth building pool and pushed the more-effective and worker-less Numbercruncher to be available at a similar stage.
  • Observatory can no longer be built by Iron Teeth.
  • Numbercruncher now uses 500 HP, down from 1000,
  • Numbercruncher’s SP unlock costs is now 1500, down from 10000.
  • Numbercruncher’s building cost has been reduced to 30 planks, 100 gears, and 25 metal blocks.
  • Numbercruncher’s SP output has been lowered from 12 to 10 per hour.

Model changes
When creating the new buildings, we missed our chance to add more stackability to the game. We’re making some fixes today, and we’ll be more mindful of that in the future. Also, you can now better see how the wasteland life treats your beavers.
  • Golem Part Factory (both factions) received a new, stackable model.
  • Golem Factory models (both factions) have been updated to allow easier clustering and shaft connecting.
  • Added some heart-wrenching visuals to beavers suffering from pollution, injuries, broken teeth, or those stung by bees. Yes, more than one effect can apply. F

Misc.
  • All included maps have been updated to feature wild dandelions.
  • Beavers and golems are now always able to carry at least one good, even if it exceeds their maximum carrying capacity. If it does, they will move slower.
  • Implemented several new sounds for golems and their buildings.
  • Cleaned up the order of ingredients displayed in buildings.
  • Added a new “Swimming speed” bonus, currently provided by Lido.
  • “Water handling speed” is no longer used when calculating swimming speed.
  • “Advanced production” has been renamed “Assembly”.
  • Each “X efficiency” bonus has been renamed “X speed” (for example: “Cooking efficiency” became “Cooking speed”) to be consistent with the universal “Work speed” bonus.
  • “Strength” bonus has been renamed “Carrying capacity”.
  • Some older tooltips, notifications, and status texts have been cleaned up.
  • Added an additional tooltip to better explain why it’s impossible to migrate the population.
  • Updated the Beaver/Golem switch and several other elements across the UI.
  • ISpecificationService has been added. If you’re a modder, you may know what this means.

Bug fixes
  • Fixed framerate drops caused by marking tress for cutting.
  • Fixed several weird golem behaviours.
  • Floodgates can now be synchronized in the Construction site stage.
  • It is now possible to pause the Numbercruncher without pulling the plug.
  • The productivity of paused buildings is now correctly calculated.
  • After you dispose of all your golems in the settlement, you can now switch back to beavers on buildings that used to be set to golems.
  • Fixed a bug with trees getting their preview and regular models blended together, as well as some other minor visual bugs.
  • Fixed a broken animation of a broken golem.
  • The farming speed bonus no longer applies to kits.
  • Fixed an incorrect warning on flooded Breeding Pods.
  • Fixed a rare game crash.
  • Charging Station now correctly appears in the Population Panel.
  • Fixed a bug with golem wreckage resetting its remaining duration upon saving and loading the game.
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