Timberborn - Miami_Mechanistry
Hi everyone!

Steam Awards are upon us, and we'd be honored if you voted for Timberborn in the "Labor of Love" category above. Timberborn has been in the works for over five years already, and the category's name perfectly summarizes what this game means to our small studio. And if you haven't had a chance to experience that for yourself yet, you can now grab Timberborn at a 20% discount!

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

We're also launching a new bundle with our fellow countrymen working on Medieval Dynasty. If you want to see how hoomans built their towns in the past - before eventually turning Earth into a barren wasteland under the rule of beavers - it's a perfect choice. And the discount is even higher!

https://store.steampowered.com/bundle/36623/Medieval_Beavers/

Update 5 - TL;DR
Finally, we want to catch you up on the status of Update 5, the upcoming content patch that brings the most significant changes since the Early Access launched in 2021. Update 5 has been receiving tweaks on the Experimental Branch for several weeks now, and the new content has already evolved compared to what we described in the original announcement.



Here's where we're at with Update 5 today, collected into handy bullet points.
  • The update's highlight is badwater (currently in its third color iteration). Badwater is fluid, toxic waste that flows from Badwater Sources and taints regular water sources during badtides (see below). As explained in the post linked above, we strongly believe this new challenge makes the gameplay deeper and more varied, prevents "solving" a map too early, gives map creators extra tools, and addresses several common requests from players.
  • Badwater fully uses in-game water physics, powers up water wheels and so on. Most importantly, it mixes with regular water.
  • On top of badwater sources that burst with waste during wet seasons, we've added a new in-game season called badtide to the rotation. When a badtide triggers instead of a drought, badwater starts flowing from regular water sources.
  • Beavers exposed to badwater may become contaminated. Contaminated beavers turn into zombeavers are very slow and refuse to work. They must be cured using faction-specific methods - either in special pods (Iron Teeth) or with herbal medicine (Folktails).
  • Badwater not only limits the irrigation range of regular water, but also kills all plant life in affected areas. The effects become more severe with higher badwater concentrations.
  • To deal with badwater, you can use standard hydroengineering tools such as dams and floodgates. There are also special new buildings: dedicated badwater pumps, faction-specific barriers that limit contamination spread, and different high-end structures that seal badwater sources. The Iron Teeth seal even allows the flow of badwater during drought if that's what you need.
  • Badwater also has a positive side - it's turned into the extract. This new resource is used to enhance bots, breed adult kits in Iron Teeth-exclusive Advanced Breeding Pods, and even produce more powerful dynamite.

  • Speaking of terraforming, it is no longer exclusive to bots. The mechanical beavers have another distinct advantage, though - they're immune to contamination.
  • For the update's launch, all built-in maps will be reworked with badwater in mind. Right now, 9 out of 11 maps are ready.
  • Update 5 also adds many new decorations and attractions, most of them faction-specific. These range from lanterns and hammocks to exercise plazas and air tunnels. Here's a spoiler: there's more coming.
  • We've implemented multiple quality-of-life tweaks. Keybindings are now customizable, saves have previews and extra details, custom map creators can add thumbnails and descriptions.
  • Update 5 features numerous other additions, some long overdue. These include the removal of the irrigation tower (!) and adding tree-cutting animations (!!!).


We're not ready to share the main branch release date of Update 5 yet as we still have more things coming! Stay tuned for further updates - and if you want to read the full patch notes, go here.

If you don't want to wait and are ready to try the sometimes-quirky experimental builds, check the instructions here. Be sure to let us know your thoughts afterward - we appreciate your feedback, and that's how we decide what needs extra work.

Thanks, and... please do remember about us in the Steam Awards voting above, will you?

- Team Timberborn
Timberborn - Miami_Mechanistry
Bugfixes
  • Fixed beavers getting stuck while cutting trees.
Timberborn - Miami_Mechanistry
  • Fixed some plants being rotated randomly. Wheat, attention!
  • Reduced injury chance at Badwater Rigs.
  • Fixed wrongly calculated hauling priorities. This means no more fewer beavers hauling just one object around.
Timberborn - Miami_Mechanistry
Hello everyone,

It’s time for another batch of experimental tweaks to the Update 5 content! We’ve updated badwater colors, added a new model for the Herbalist, and changed the maps (including Helix Mountain which now features badwater). Most notably though, Timberborn is no longer missing one of the most important animations. You can now actually see your beavers cutting trees!

Visual

The first version of badwater could be mistaken for lava, and the second resembled sewers too much. Today, we’re trying to strike the right balance between these two extremes. Also, Herbalist no longer uses the old Healer model.
  • Updated colors for badwater and extract.
  • Updated the Herbalist’s model to better correspond to its current role (see below).
Animations

The first recorded request for proper tree-cutting animations in Timberborn is from 1784. We’re so happy we’re finally here!
  • Added tree-cutting animations for beavers and bots.
  • Trees are now swaying while being cut.
  • The dev team can now sleep at night.
Maps

The work on getting the built-in maps ready for Update 5 continues.
  • Remade Helix Mountain, our inspired-by-community map. It is now badwater-compatible.
  • Made smaller tweaks to Craters, Meander, Terraces, and Waterfalls. Thanks for the feedback, everyone!
  • Removed that randomly placed birch tree from Plains.
Balance
Apparently, the Decontamination Pod was so comfy some beavers would often overstay their welcome. On the other hand, the Hard difficulty was sometimes a little too brutal.
  • Contaminated beavers placed in Decontamination Pods now recover faster.
  • On Hard difficulty, the first badtide can now hit after two cycles of the grace period (up from one).
Audio
How about some new, bubbly sounds?
  • Added new sounds to the following Update 5 buildings: Centrifuge, Grease Factory, Decontamination Pod, Badwater Source, Exercise Plaza, Advanced Breeding Pod.
Keybindings
The newly added keybindings required a little extra care.
  • Hitting Esc while setting up a new keybinding now closes the window.
  • It is now possible to use Ctrl + mouse wheel to go through the main categories on the toolbar. Shift + mouse wheel goes through the buildings within the selected category. We estimate this saves you about 1 kcal per two-hour game session.
  • Updated default keybindings in the map editor.
  • MacOS users can now use CMD in keybindings.
  • Updated several default keybindings on MacOS to use CMD instead of Ctrl.
UI and QoL
  • The post-crash screen now includes a text box. You can use it to explain what happened before the game exploded. This comment will be included in the crash report.
  • It’s now possible to preview a building before unlocking it. To unlock the building, either try placing it down in the preview mode, click the dedicated button, or hit Enter with the building selected.
  • Updated icons for Badwater Sources, Water Sources, and Badwater Rig.

Bugfixes
  • The camera now focuses correctly on water pumps, rather than on their pipes.
  • Fixed a minor highlighting bug caused by moving between categories on the toolbar.
  • Fixed a bug with stranded sheep left at the base of a cliff beavers not dying.
  • Fixed a bug with multi-key keybindings not fitting the UI.
  • Stranded bots that run out of fuel now correctly use the stranded animation.
  • Buildings that make a terrain cutout (such as Underground Pile) now include the terrain cutout in the construction stage.
Timberborn - Miami_Mechanistry
Misc.
  • Added missing Update 5 translations.
Bug fixes
  • Badwater bodies with bottoms and sides entirely built with levees no longer contaminate tiles next to them - this time for real.
Timberborn - Miami_Mechanistry
Hi everyone!

Today, we’re having a second look at how badwater and pollution spread across the map, and what the player can do about it. This update adds several new buildings and structures which should address the feedback we’ve been receiving since Update 5 first dropped and after our most recent patch. As a bonus, we’re removing a certain irritation-inducing tower.

Let us know what you think about today's changes - either below or on our Discord in the #experimental channel.

Badwater sources

Many of our players have been vocal about the ability to stop the contamination at its, ahem, source. With this update, we’re allowing you to do that, provided your beavers can access sufficient resources. On an even more important note, droughts now disable badwater sources.
  • Badwater sources are now disabled during droughts, similar to regular water sources.
  • Tweaked the RNG a bit so that the same season of pain (a drought or a badtide) doesn’t trigger too many times in a row.
  • New building: Badwater Dome (2000 SP; 100 Planks, 200 Gears, 100 Metal Blocks; Folktails only; ground only). Built on top of a Badwater Source, this heavy-duty structure allows you to manually open and close the source.
  • New building: Badwater Rig (4000 SP; 400 Gears, 200 Treated Planks, 150 Metal Blocks; Folktails only; ground only). This even more advanced building seals a badwater source for good but allows employed beavers to gather and store large amounts of badwater right there.
  • New building: Badwater Discharge (4000 SP; 300 Gears, 200 Metal Blocks, 50 Explosives; Iron Teeth only; ground only). The Iron Teeth counterpart works similarly to Folktails’ Badwater Dome with one important difference: keep it open during a drought, and the badwater will continue to flow!
Contamination

We may have gone overboard with the recent change to levees, dams, and floodgates so we’re reverting their behavior to the previous state. However, we’re also adding new structures that should give you more control over pollution and badwater in general - so much so that we felt compelled to delete a certain building from the game. Oh, and there’s a cool new pump!
  • Levees, dams, and floodgates no longer prevent irrigation and contamination spread.
  • Water (and badwater) bodies with bottoms and sides entirely built with levees no longer irrigate (and contaminate) surrounding areas.
  • Patch highlight: Removed Irrigation Tower from the game. We believe the current set of irrigation-related tools is enough for you to not miss the memiest of Timberborn buildings.
  • New building: Contamination Barrier (400 SP; 5 Planks, 1 Metal Block; Folktails only; ground only). This structure doesn’t stop the water flow but stops pollution from passing through all the tiles below it. Simply wall off the areas you want safe. It’s super effective!
  • New building: Irrigation Barrier (400 SP; 10 Logs, 5 Treated Planks; Iron Teeth only; ground only). This barrier blocks both contamination and irrigation. Sure, this may be a heavy-handed approach, but you can still use it to separate an area from a river that may get contaminated. You can then irrigate the terrain with water from sources officially approved by the Water Purity Committee.
  • New building: Large Water Pump (400 SP; 20 Logs, 5 Gears, 10 Treated Planks, Folktails only). Effective farming relies on access to clean water - simply find it, and with this bad boy, you’ll get enough in no time.
  • Renamed Barrier to Blockage. It just made sense to us to shuffle these names around.
  • Contamination now spreads diagonally, similar to irrigation.
The Dandelion Returns
After a brief disappearance, everyone’s favorite - apparently - garden plant is back. And it’s stronger than ever.
  • “New” building: Herbalist (300 SP; 20 Planks, 5 Gears, 5 Treated Planks; Folktails only). In a blatant asset flip, we’ve repurposed and renamed the previous Healer building to use dandelion. It now creates antidotes - a new good that’s stored in tanks. It heals contaminated beavers at a slow rate.
  • Decontamination Pods are now Iron Teeth-exclusive.
Misc.
  • Updated map thumbnails with new badwater visuals.
  • Updated particles for Double and Triple Dynamite.
  • Improved the visibility of Badwater Sources.
  • In certain scenarios, beavers now get to work right after reaching their destination rather than idling.
  • Large Science Points costs are now shortened (10,000 becomes 10k etc.)
  • Updated descriptions for several buildings.
  • After the game is over, it acknowledges that in a subtle way.
Bugfixes
  • “Contaminated” status no longer disappears from the event log after the affected beaver gets tired and heads home.
  • Fixed power connectors for Wind Tunnel and Bot Assembler.
  • Fixed beavers delivering goods to Advanced Breeding Pods so eagerly they’d clip through.
  • Fixed an issue with floodgates partially clipping through terrain.
  • Fixed a crash caused by exiting Timberborn directly from the game.
  • Fixed a crash caused by clicking Rubble.
  • Homeless beavers will now sleep at a building’s doorstep if they can’t find better spots. :(
Timberborn - Miami_Mechanistry
Hello everyone!

We want to thank you for the great feedback shared since Update 5 hit the experimental branch two weeks ago. Badwater is a huge change that was bound to require some tweaks, and today, we’ve got the first batch ready. Please let us know what you think!



Visuals
You’ve made it clear that the colors of badwater and extract should change. We’re happy to oblige.
  • Toned down the hue of badwater to make it look less like lava more like the toxic waste it is.
  • Changed the color of extract to red so that it better corresponds with badwater’s.
Water physics
You asked for more ways to control how the pollution spreads, so from now on, Dams, Levees, and Floodgates stop the ground’s contamination. This change also applies to irrigation, though, so plan carefully.
  • Dams, Levees, and Floodgates now prevent irrigation and contamination spread.
Extract
While badwater does well as a new threat, its positive side has been lacking. We sought a way to improve that, and we’ve found bots to be a good choice.
  • New building: Grease Factory (2000 SP; Gear x30, Treated Plank x20, Metal Block x10; 2 workers; Iron Teeth-only). Boasting Danny Zuko’s seal approval, this building turns extract into a new, oily resource.
  • New good: Grease (Extract x1, Canola Oil x1 gives Grease x2). Stored in tanks and consumed by Iron Teeth bots, grease increases their condition by 1.
  • New good: Punch Cards (Paper x2, Plank x1 gives Punch Card x2; Folktails-only). Containing more precise instructions, punch cards are an extra paper sink and a new, earlier boost to Folktails’ bots. Produced at Printing Press (which is now a Folktails-exclusive building, remember?) and stored in warehouses, cards are consumed by Folktails’ bots to increase their condition by 1.
  • Updated recipe: Catalyst (Maple Syrup x1, Extract x1 gives Catalyst x3; Folktails-only). With extract added to its recipe, we’re making catalyst the second, more advanced boost available to Folktails’ bots.
  • The maximum condition achievable by bots is now 2. A bot with access to both faction-specific boosts enjoys +80% movement speed and +120% working speed.
Balance
In light of Update 5 changes, we’re tweaking the game’s balance and difficulty levels.
  • Small Windmill: maximum power output is now 150, down from 200.
  • Large Windmill: maximum power output is now 300, down from 400.
  • Wheat flour recipe: now takes 0.5h to complete, down from 0.78h.
  • Cattail flour recipe: now takes 0.25h to complete, down from 0.66h.
  • Bread recipe: now takes 1h to complete, up from 0.42h.
  • Maple pastry recipe: now takes 1.5h to complete, up from 0.55h.
  • At hard difficulty preset, it now only takes a single guaranteed drought cycle before the game starts randomizing your plight between droughts and badtides.
Misc.
  • Updated the Diorama map to remove a visual glitch causing water to clip through the terrain.
  • Updated icons for several water- and badwater-related buildings, as well as the icon for the injured beavers.
  • Updated descriptions of difficulty levels to mention badtides.
  • Updated the welcome screen so that it no longer refers to the ancient alpha, beta, and demo times.
  • When selecting a good in a storage building’s panel or via the storage overlay, its extended tooltip - the same as the one used in the top bar - is now used.
Bug fixes
  • Fixed a crash caused by using the layer hiding tool (again).
  • The “It’s dying” progress bar is no longer displayed for partially collected crops.
  • Fixed the map editor’s “Hide resources” icon behaving incorrectly.
  • Fixed the missing injury chance in Dirt Excavators and the incorrect injury chance in Explosive Factories.
  • Fixed the “Empty storage” status icon being displayed under range lines.
  • The units’ movement speed bonus is now correctly displayed.
  • Fixed a bug with goods’ icons on barrels sometimes having the wrong color.
  • Fixed a bug with water pumps partially disappearing while in preview mode.
  • Fixed a bug with Water and Badwater Sources setting the contamination of the water tiles above them to 0% and 100%, respectively.
  • Fixed numerical input fields crashing the game when trying to use certain character combos.
  • Beavers now only become contaminated right after finishing their current task. Illness is an illness, but finishing work takes priority.
Timberborn - kamil.dawidow
Bug fixes
  • Saves with dandelions marked for demolition will no longer crash while loading.
  • Using layer hiding tool will no longer cause a crash.
Timberborn - kamil.dawidow
Bug fixes
  • Fixed a crash caused by corrupted maps and saves.
  • Fixed badwater leaking through dam corners.
Timberborn - Miami_Mechanistry
Hello everyone!

Today, we’re happy to unveil the next big thing coming to Timberborn. With Update 5, the gameplay gets deeper, post-apocalyptic Earth grows more hostile, and your beavers become even more eco-friendly. All thanks to the addition of the volatile pollution - badwater.

The full patch notes, also covering new attractions, decorations, QoL changes, and more, are at the bottom. But first, let’s don our hazmat suits and dive into the update’s main feature.

Beavers reap what hoomans sowed
In Timberborn’s world, humanity disappeared and left ruin behind. As of Update 5, that legacy also includes toxic pollution, colloquially known as badwater. Accumulated in the Earth’s crust in mankind’s final days, these deadly chemicals flow down the rivers and erupt from the ground, threatening all life and making restoration of the planet even more challenging.



Badwater is the first extra fluid we have on the maps. It uses Timberborn’s water physics system, so it behaves similarly to, um, the good water. It has a varied current’s strength, flows across the land, fills up basins, interacts with dams etc. But when it reaches a regular river, the two water types start to mix, with the good water becoming increasingly polluted. The two fluids are distinct visually, and you can easily see how the pollution spreads.

This will happen to you because we’re adding badtides - a new in-game season type on top of the existing temperate seasons and droughts. Every time you would expect a drought to begin, a badtide may trigger instead (so there always comes a normal temperate season after either a badtide or a drought). When that happens, badwater begins to flow from all water sources.

On top of that, we’re updating built-in maps to include Badwater Sources. These large cracks in the ground spew out the chemicals all the time, no matter the season. As you can probably imagine, that’s not good news for neighboring beaver colonies, at least not entirely.

There’s something in the water
First, badwater gradually reduces the irrigation range of polluted water bodies until they no longer irrigate. On top of that, at a certain threshold, it starts contaminating the nearby terrain. Any plant growing in the affected area - be it a regular crop, aquatic crop, or a tree - will quickly wither and die. Fortunately, the contamination disappears rather quickly after you get rid of badwater. We’ll get to that in a moment.



Badwater also affects the beavers and their operations. It reduces the efficiency of water pumps, turns off several extra buildings, and traversing through it is dangerous. Prolonged exposure, especially when in high concentrations, may contaminate your colonists. After a few days, the affected beaver becomes a zombeaver burden - it moves slowly, refuses to work, and continues consuming resources. This applies to kits too. Bots, to no surprise, are not affected - this allowed us to improve their functionality (and also unlock terraforming for beavers, yay!).

What to do about (and with) it?
Your best bet may be to prevent badwater from reaching the colony altogether. To do that, you will use levees, floodgates, and all your other hydroengineering tools. We’ve also added a new badwater-specific pump, as well as updated the water dump to be toggleable and work with either fluid. To accommodate badwater, we’re updating built-in maps - you’ll need some serious engineering skills to flush it away. That’s a cool thing about badwater as a constant threat - it’s a new tool for map creators who can use it to craft entirely different challenges.



And what to do when your beavers do get contaminated? We know what you’re thinking - yes, you could force-migrate sick beavers to a shadowy place, i.e. a very special and sad district. Ethics aside, you should probably fight for your valuable workers instead. You can cure the contaminated by placing them in Decontamination Pods. Oh, wait, what’s that green thing?



We didn’t want to introduce just a new threat you’d avoid, but rather something you would like to play with. Badwater can be gathered and then turned into extract - a new good that has several beneficial uses. It is now needed to produce two new, more explosive Dynamite variants, and in Dirt Excavators. And since we can go a little crazy with it, we also have a new Breeding Pod variant that, to Folktails’ justified disgust, churns out adult Iron Teeth. Finally, badwater powers up water wheels just the same, which some map makers are bound to make you exploit.

But why torment the beavers?
We believe adding badwater makes Timberborn’s gameplay deeper, and answers recurring requests for a new season type. With two different fluids appearing - or even competing - on the maps, the player must be far more conscious about the water physics and irrigation mechanics. You probably don’t want the “waters” to mix freely, as green farmlands now become even more precious, and some underwater paths are suddenly dangerous.

Timberborn’s signature dams and vertical architecture help big time here. You have the tools for the job, and with the removal of district limits, you can find a perfect solution for the particular map setup. Essentially, both map makers and players get more scenarios to play with.


Concept art created for Update 5

With badtides and badwater sources in place, we expect players’ playthroughs to become more varied. When there is no fully predictable pattern and the game world doesn’t just swing back and forth between wet and dry seasons, you shouldn’t be able to “solve” the map a few cycles in. And because badwater’s effects don’t follow the basic pattern of “irrigated or non-irrigated”, your efforts may also have a different effect on the colony’s survival.

The new feature we’re introducing today is the biggest change we’ve ever had, making it a perfect Experimental Branch material. We treat badwater as work-in-progress content and expect to iterate on it, both while it’s still in the experimental stage for Update 5, and in the future. We look forward to hearing what you think about it (and the rest of Update 5, of course). Please let us know what works and what doesn’t - either here on Steam or on our Discord.

Patch notes 2023-09-28: Update 5
Please note: Update 5 should be compatible with Update 4 saves and maps. However, the existing maps were not created with badwater in mind. There are no Badwater Sources there, obviously, and even though badtides do come, their effects can be unpredictable on an unmodified map. Please start the new game on one of the updated built-in maps.

Badwater - general notes



Toxic waste of hooman origin now flows across the maps. It taints water, contaminates beavers, disables irrigation, and kills plant life. Its addition is the biggest change to the game since launch so we’re asking you for your feedback - we’re ready to make changes if necessary. Once you have played in with badwater for a while, let us know what you think!
  • New feature: badwater. This noxious liquid spills using the in-game water physics, and will mix with regular water. Like its not-deadly counterpart, badwater powers up Water Wheels, disables buildings with flooded entrances etc.
  • New season: badtides - on top of droughts and temperate seasons, you may now encounter badtides. During these seasons, badwater flows from water sources. By default, badtides randomly replace droughts after the three cycles. On custom difficulty, you can adjust that number as well as badtides’ duration and chance of occurring.
  • New object: Badwater Source - these new 3x3 structures added to (most) built-in maps and available in the map editor pump out badwater constantly, regardless of season.
  • Beavers walking or swimming in badwater may become contaminated. After three days, the contaminated beaver will receive a severe Well-being penalty and refuse to work while continuing to eat, drink, and occupy a household. If it’s a Folktail, it will not reproduce, and if it’s Iron Teeth, it will not care about the colony’s breeding pods. The higher the concentration of badwater, the higher the risk of contamination on contact.
  • Bots are unaffected by exposure to badwater. Go, bots!
  • Badwater gradually decreases the irrigation range of regular water. At 100% concentration, water no longer irrigates nearby areas.
  • Badwater gradually contaminates the area, quickly killing all plant life. The size of the affected area depends on badwater concentration, and the continamination persists for some time after the pollution level drops.
  • Added new categories for contaminated adult beavers and kits to the Settlement Panel.

Badwater - buildings and usage



Badwater is harmful so we’re giving your beavers tools to handle the new threat. At the same time, we’re also exploring ways of turning it into something useful. (That’s what producing adult Iron Teeth beavers is, right?) Since this is the first time we have two types of free-flowing liquid on the maps, we’ve also made some changes to existing buildings.
  • New building: Badwater Pump (250 SP; 20 logs, 10 gears, 5 metal blocks; 1 worker; Folktails-only) - this building only pumps badwater. At lower badwater concentrations, it works less efficiently.
  • New building: Deep Badwater Pump (250 SP; 20 logs, 10 gears, 5 metal blocks; 1 worker; Iron Teeth-only). You know the drill - this one reaches six tiles deep.
  • Updated buildings: Water Pump and Deep Water Pump. Their effectiveness now drops as the badwater concentration increases.
  • New building: Centrifuge (600 SP; 60 planks, 40 gears, 30 metal blocks; 2 workers; 200 HP to operate). This mechanized building turns badwater into a new good - extract.
  • New good: extract. This beautifully green liquid is stored in tanks. Right now, it has several uses such as the new pods described below.
  • New building: Advanced Breeding Pod (1000 SP; 5 treated planks, 2 metal blocks; Iron Teeth only). That’s right - if you invest a bit more in your breeding efforts, you can use extract to produce new beavers that are “born” adult. Slightly sad and very efficient!
  • New building: Decontamination Pod (400 SP; 20 planks, 5 metal blocks, 20 extract; requires 100 HP to operate). Badwater contamination is far too severe to be treated in a regular bed - you need this special, powered-up variant to ensure your beavers survive.
  • Updated building: Water Dump. This building was renamed to Fluid Dump and can now, uh, dump both water and badwater. Use the new toggle to pick what you want dumped.
  • Renamed (Deep) Mechanical Water Pumps to (Deep) Mechanical Fluid Pumps as they now transfer both water and badwater. Use the toggle to choose what should be pumped.
  • Updated building: Stream Gauge. It now also displays the current pollution level.
  • Several buildings relying on access to pure water (Lidos, Showers, Fountain ) are disabled as soon as the Beaver Environmental Agency detects any signs of pollution.

Attractions and decorations



Our efforts towards making factions more unique continue! After the all-new monuments in Update 4, today’s update brings much more variety to the attractions and decorations.
  • New building: Lantern (100 SP; 2 logs, 4 planks) finally, you can light up the colony’s dark alleys at night. Each faction’s model is slightly different.
  • New building: Hammock (120 SP; 2 logs, 2 planks; Folktails-only). Now, that’s how you rest.
  • New building: Bulletin Pole (600 SP; 20 planks, 2 metal blocks; Folktails-only). Here’s where Folktails post their nekker bounties friendly messages and announcements.
  • New building: Beaver Bust (200 SP; 3 metal blocks; Iron Teeth-only). Ol’ Kazko has finally gained some solid recognition.
  • New building: Clock (600 SP; 10 planks, 8 gears, 2 metal blocks; Iron Teeth-only). Time is money, friend. Yeah, okay, this is a money-free world but you get the idea.
  • New building: Brazier (150 SP; 12 planks, 2 metal blocks; Iron Teeth-only). Because nights can be cold out there in the desert.
  • New building: Scratcher (5 logs, 5 planks; Iron Teeth-only). This one truly scratches that itch.
  • New building: Swimming Pool (250 SP; 40 logs, 30 planks; Iron Teeth-only). Replacing Lido for the Iron Teeth, this is a more competitive variant of the submerged attraction.
  • New building: Exercise Plaza (400 SP; 150 logs, 60 planks; Iron Teeth only). Continuing the fitness theme, your Iron Teeth workers will now work out after work. We highly recommend joining them during extended Timberborn sessions.
  • New building: Wind Tunnel (700 SP; 50 planks, 50 gears, 40 metal blocks; requires 400 HP to operate; Iron Teeth-only). You wanted to be able to send your beavers flying, so we’ve listened… kind of.
  • Updated building: Carousel. It received a new, more compact model and is now exclusive to Folktails.
  • Updated the Beaver Statue (Iron Teeth) to stand out more after adding the new Beaver Bust.
  • Updated building: Lido. It is now exclusive to Folktails.
  • Shrine and Temple are now exclusive to Folktails.
  • Lowered Shrine’s building cost to 10 logs.
  • Paper Mill and Printing Press (and by consequence paper and books) are now exclusive to Folktails.
Medicine, Healer, Dandelions
…are gone. While the Medical Beds remain in the game to treat injured beavers, medicine is no longer needed. Just like many players, we didn’t like how this extra production chain worked and rarely used either Dandelions or Healers, so we’ve removed them.
  • Removed Dandelion and Medicine from the game.
  • Removed Healer from the game.
  • Rebalanced the natural healing time and the injury chances to account for the above.
Terraforming



With bots granted a new trait in the form of badwater immunity, we can finally allow beavers to work in the terraforming business. Speaking of which, cool beavers don’t look at explosions but with the new, badwater-powered dynamite in place, they may reconsider.
  • Terraforming Station and Dirt Excavator are no longer bot-exclusive.
  • Updated building: Dirt Excavators now consume extract.
  • Updated recipe: Explosive is now made out of 5x badwater.
  • New “building”: Double Dynamite (1x explosive, 1x extract). This 1x1 dynamite blows two tiles deep rather than just one.
  • New “building”: Triple Dynamite (1x explosive, 2x extract). You guessed it - this one removes three tiles.
  • Updated Dynamite’s model.

Savegame preview


Gone are the days of guessing what that particular “asdasdad” save contains. Now, whenever you save the game, a screenshot is taken to be displayed on the load game screen. The load game screen has also been overhauled to improve its usability.
  • Added screenshots to save files. This change is not retroactive - only saves made after this change will contain screenshots. Older settlement files will show a beautiful placeholder image until you save the game on the new update.
  • Updated the load game screen to display screenshots, saves’ timestamps and the cycle-day data.
  • The default save names are now more hooman-friendly.

Map preview


Whenever you start a new game and pick the map, you will see a thumbnail and the map description set up by the map’s creator within the map editor.
  • Updated the map selection screen for the New game / Edit map to include map thumbnails and descriptions.
  • Maps’ names and descriptions are now localized.
  • Added icons for beginner-friendly and custom maps to the map selection screen.

Map editor


With this update’s additions, the editor also needed some love.
  • Added Badwater Sources to the toolbar.
  • Added “Map thumbnail” button to the Map editor’s toolbar. It allows you to set a camera position - whenever you save the map, the screenshot will be taken to act as its thumbnail.
  • Added “Map description” button to the Map editor’s toolbar. It opens a simple box where you can enter a map description.
  • Added new water (and badwater) simulation speeds.
  • Added a warning to inform you that the map you loaded is incompatible with the current game version.
  • Added the Settings Panel, similar to the one available in the regular game mode. so you can, for example, edit game settings inside map editor now

Built-in maps


We have updated most built-in maps to accommodate the presence of badwater. Changes range from minor to dramatic so make sure you let us know how they play for you. We’ve even created dedicated threads on Discord to discuss the updated maps.
  • Updated nine out of twelve built-in maps to account for badwater’s presence and add Badwater Sources. The three missing maps - Mountain Range, Helix Mountain, and Thousand Islands - require significant reworks and remain unchanged for now.
  • Updated resources on all maps to make up for Dandelion’s removal. Good riddance, we know.
  • Patched up weird 1x1 holes that were hiding on Lakes, Waterfalls and Canyon.
Key bindings


YES, it only took us two years since launch to add customizable key bindings to the game.
  • Replaced the old key bindings list with a customizable key bindings window, accessed through the game menu, map editor menu, and settings.
  • Added primary and secondary key bindings. It is possible to use key combinations such as Ctrl+Shift+K.
  • Added multiple new bindings for settlement panel sections, priorities, and even dynamite detonation. We’ve got quite a few of those.
  • Added extra info to buttons that work differently when clicked with a pressed key (the “Eye” tracking button in the building/unit panel and +/- buttons in the migration tab).
Misc.
  • Folktails now need at least two adult beavers with no critical needs (such as Thirst) in a single dwelling to reproduce.
  • Increased effectiveness of all water wheels by 50%.
  • Smoke and other similar particles now react to the wind. :O
  • Needs will now deplete at a slower rate on Easy difficulty.
  • To teach kits how aging works, becoming a responsible adult no longer erases a kit’s consequences of reckless behaviour status effects.
  • Withering plants now have a slightly depressing progress bar. There’s also a status that displays the withering’s cause so that you act fast and save the innocent flora’s life.
  • Lodges, Barracks and Rowhouses now display the number of occupied and available slots.
  • Water Pump pipe dynamically adjusts its length to surrounding terrain and buildings, so it’s now possible to build water pumps with a levee at the bottom of the pipe.
  • Added the missing Water Source and Barrier flavor texts.
  • Removed the default 0,0 saved camera position as that usually caused you to gaze into the void.
  • Added the new Eager Beavers, Masterful Architects, and the new trailer creators to the in-game credits.
  • Removed “Unique to this faction” notes from buildings. At this point, more buildings should have it than not.
  • Sitting and standing animations for beavers and bots are now consistent.
  • Builders will no longer abandon a construction site in the middle of their task, as long as they have materials to build.
Bug fixes
  • Fixed a bug with workers not heading to their idling spots after finishing work.
  • Fixed the erratic behavior of the lights in Temple, Shrine, and Rooftop Terrace.
  • It’s no longer possible to grow crops directly under Water Fluid Dump’s pipe.
  • Fixed bugged water wheels’ animations.
  • Fixed a crash occurring when saving the game.
  • Fixed 1x1 Roofs and Power Wheels that could clip with other objects.
  • It is again possible to select Gravity Batteries by clicking their weight.
  • Fixed a bug with the path preview being drawn incorrectly while rotating stairs in the construction preview.
  • Fixed some clipping in the Grindstone.
  • Fixed the clipping paws of sleeping haulers.
  • Fixed beavers that would fly between bridges. They now have a Wind Tunnel for that.
  • Units no longer perform kickflips when stepping onto stairs after leaving a building.
  • Fixed Floodgates placed on the edge of the map’s lowest level that would stick out.
  • Fixed a bug with long, weird names such as Asmoranomardicadaistinaculdacar clipping with the avatar.
  • Fixed a bug with negative well-being values displayed on green.
  • Units are no longer stuck sitting in attractions when stranded. No more free rides.
  • Fixed skips in builders animation.
  • Injured beavers will go eat or drink before their need is in critical state.
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