Hey guys, as is the tradition, I’m giving out 20 Steam Keys for Epic Battle Fantasy 5 this Christmas. I assume that many people following this news already own the game, but it could also make a good present for a friend of yours.
For a chance to win, leave a comment on my website about what you’ll be doing this Christmas, and make sure to fill in the email field, which will only be used for sending you a key if you win.
I’ll be giving out the keys on the 23rd of December, so you have until then to enter. If you would rather receive keys for Epic Battle Fantasy 4 or Bullet Heaven 2 instead of EBF5, please let me know in your comment.
Been a while since the last beta, eh? As I've said, life has gotten a bit busy for me lately, and I was able to find some free time to work on the game only now. Should have more free time with each passing day from here!
This BETA adds a new gameplay mutator, new option to the graphics menu, introduces a display of active mutators on a given playthrough in the savefile load menu, and fixes a minor problem.
Version 1.3.0 BETA 9: - added new gameplay mutator - Waking enemies - added a checkbox to the graphics options menu to choose whether rain should be affected by nearby lighting - savefile previews now list mutators used on the savefile (requires you to save at least once on old savefiles for them to show!) - fixed the ambient sound volume slider not functioning properly (not affecting the actual sound levels)
Accessing the beta branch
Simply right-click on Intravenous in your game list, click on 'Properties', switch over to the 'BETAS' tab, and opt into the "mutatorsupdate" beta. Once the game finishes updating, you're good to go! As always, since this is a BETA release, don't expect it to be stable. Expect bugs and/or crashes.
ATTENTION! PLEASE READ!
If you opt into the beta, use the "Magazine system" gameplay mutator, save, switch back to the 1.2.X version of the game, then that savefile will not load, as it contains a new weapon (mag loader tool) which is not present in the pre-mutator update version of the game.
Got feedback or bugs to report regarding the Gameplay Mutators Update BETA branch? Post it here!
Don't forget to report any issues you encounter outside of the BETA branch in this thread!
"You're a fine fighter, but a poor strategist." – Rogal Dorn Primarch
Traitor and loyalist forces clashed in the raging battle as the Outer Palace was invaded by Horus' armies. Those loyal to the Emperor managed to organize in time to prepare a defence plan, but the feeling of safety would only be temporary. To turn the tides of battle in their favour a Primarch would join the vanguard of the assault, but his loyalist brother is not about to let that happen.
Atop the Saturnine Gate, Fulgrim and Rogal Dorn clash in an epic duel that would decide the fate of this assault! Play as both Primarchs in the current event and test their new cards while you can. Choose your side!
We're rounding the corner on 2021 and we're going out with a bang!
We'll be taking some time away from socials during the holidays to recharge and gear up for 2022. You can expect us back and responding to players from the 5th of January.
Which leads us to the question: what's in store next for Mechajammer?
We've put together the Post Launch Roadmap below, which shows what's on the horizon for the game, and when you can expect updates.
Again, a her-uge thank you to the players who have stuck with us since the game's launching, helping surface issues, offering suggestions and generally helping shape our next steps. This Roadmap wouldn't be possible without your input.
So, here's how the next few month's are looking:
December
Since launch, we've put out 4 patches to the game, with a v1.05 on it's way very soon. That's not all though! You can expect unofficial branch updates until the end of December if you opt in to an exclusive 'off the grid' branch, but more on that in a minute.
We'll be bringing you Event Log v2, new quest content, more NPC portraits & expanded dialogue.
You can expect to see a new XP system very soon, too, as well as a balance overhaul and more bug fixes.
January
Key-rebinding is coming!
Improved onboarding and tutorial-flow (we hear you, the tutorial isn't your favourite).
You can also expect Steam Achievements, along with an official achievement guide for those interested, too.
1.1 Update
Companion side-quests, gang quests, new vehicles, unique items for skill types and... skateboards!?
Yes you read all of that correctly. And on top of all that, we'll also be adding Razer Chroma integration and giving you an official guide video.
Hang on, what's this about opting in to an updated branch during December?
Although we'll be off socials from December 20th, there will be balance passes, fixes and updates rolled out to the game in a slightly less official manner. We can't provide patch-notes during this time as we don't have the support during the holidays, and we can't promise the same level of stability, but for those interested in checking out the game with hot-off-the-press improvements and additions, this is the way to go.
If you want to find out the branch details, you can head over to the Mechajammer Discord Server.
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As always, a huge thank you for your support and feedback over the last two weeks - it doesn't go unnoticed.
Holidays are upon us and we’ve got a gift: our first major content update for Timberborn, now available for everyone! Big thank you to all eager beavers testing (and breaking) new stuff on the experimental branch. You helped us make it better for today’s official release.
We have the full patch notes below. Even if you've been keeping up with the experimental version, you may find a little surprise to fit the holiday spirit.
Watch the new trailer to see the update’s highlights!
Holiday developer live stream
To celebrate the new content, come join Jon and Michal for a holiday live stream on December 23, 2 PM CET! This will be a perfect opportunity to see Update 1 in hands of a pro. Of course, this means Jon will be the one playing.
And if you can’t join us live, let us send you the season’s greetings already. May your lodge stay leakproof and full of holiday cheer!
Patch notes: 2021-12-17 (Update 1)
IMPORTANT, please read. Once you update the game on the main branch, existing saves become largely incompatible, as indicated by a warning. Please start a new game!
If you want to continue building pre-patch settlements without the new content and changes, we have added a pre-patch branch called “Old version 0.0”. You can access it the same way you enable the experimental branch, as explained here.
If the save was made on Experimental Branch, you can ignore that warning and continue playing. Just make sure you move your files from ExperimentalSaves to Saves.
GeForce Now
As a reminder, Timberborn on Steam is now available to play via GeForce Now.
Infinite metal production
Scraping down ex-hooman buildings was not enough, we get it.
New resource node: Underground Ruins. These large, rich in metal remnants of hooman civilization can only be placed in the map editor. They provide an infinite source of scrap metal, but are difficult to adapt for beaver needs.
New building: Mine (4000 SP; 250 logs, 200 treated planks, 350 gears; 10 workers; can only be built on top of Underground Ruins). In exchange for a stream of gears and treated planks, beavers are now able to get infinite amounts of scrap metal.
New building: Efficient Mine (4000 SP; 300 logs, 300 treated planks,450 gears; 10 workers; can only be built on top of Underground Ruins). This mine can only be built by the Iron Teeth, and produces more Scrap Metal. Additionally, it has a secondary recipe that includes Explosives and produces even more scrap metal.
New building: Smelter (300 SP; 50 planks, 20 gears, 30 scrap metal; 200 HP; uses logs as fuel; 1 worker). To be used in buildings, scrap metal needs to be turned into metal blocks here. This also applies to the scrap from the “normal” ruins, previously processed in Shredder.
Shredder was removed from the game. But don’t fret, there are shredding enthusiasts in the team and the building may return in some form one day! \m/
Water gameplay
The ability to transfer water to higher levels is one of the most popular requests so we’ve got you a mechanical water pump! Also, Water Wheels’ behaviour is now more immersive. Check their new variants to feel the difference!
New building: Mechanical Water Pump (5000 SP; 100 gears, 50 treated planks, 50 metal blocks; 700 HP). This pump sucks the water below and dumps it at a higher level.
New building: Deep Mechanical Water Pump (5000 SP; 100 gears, 50 treated planks, 50 metal blocks; 700 HP). This is the Iron Teeth variant of the pump. It has a longer, 6-tile deep pipe matching that of a Deep Water Pump.
New building: Compact Water Wheel (25 logs; Iron Teeth only). Unlocked right from the start, this provides a little surge of hydro energy at the early stage of the game.
Updated building: Water Wheel: it is now a Folktails-only building.
New building: Large Water Wheel (200 SP; 70 logs, 80 planks; Iron Teeth only). This beast requires additional support on the side but is much more efficient.
Water Wheels now have variable HP output, depending on the current’s strength. If placed well, they’ll be even more effective than before.
Water Wheels will now slightly slow down the water passing through.
Water Marker was renamed Stream Gauge. It now also indicates the water current’s strength.
Made numerous tweaks to the water physics system to address the addition of Mechanical Water Pumps and changes made to Water Wheels.
New goods and resources
Metal is not everything, yo. We’ve got new plants as well.
New resource: Chestnut trees. These trees with thick trunks grow slowly, but they provide your beavers with chestnuts in addition to logs.
New resource: Cattail. Yields cattail roots. Can only grow in water, as indicated by the Aquatic keyword.
New resource: Spadderdock. Yields spadderdock (duh). Can only grow in water, as indicated by the Aquatic keyword.
Updated resource: Pine. Pines are now also a source of pine resin.
Updated resource: Maple. You’ve guessed it, you can also gather maple syrup.
New and updated resource-processing buildings
Updates to resources required an expansion of available buildings.
New building: Wood Workshop (800 SP; 20 logs, 40 planks, 50 gears; 1 worker; 250 HP). Creates treated planks from planks and pine resin.
New building: Aquatic Farmhouse (150 SP; 30 logs, 10 planks; 2 workers). Similar to the ordinary Farmhouse, beavers employed here grow cattail and spadderdock in the designated areas (in shallow waters).
New building: Tapper’s Shack (500 SP; 20 logs, 20 planks, 10 gears; 1 worker). A beaver employed here gathers pine resin and maple syrup from trees in range. You can pick the prioritized good.
Updated building: Gatherer’s Flag. Gatherers are now able to gather chestnuts in addition to blueberries. You can choose the prioritized good.
Multiple recipes
As a continuation of the above, we’ve implemented the ability to pick from different recipes – as already mentioned in the case of Iron Teeth’s Efficient Mine.
Updated building: Grill. You can now pick between Grilled Potatoes, Grilled Chestnuts, and Grilled Spadderdock. Yield numbers vary.
Updated building: Gristmill. You can now pick between Wheat Flour and Cattail Flour.
Updated building: Bakery. You can now pick between Bread, Maple Pastry, and Cattail Crackers.
If a building allows multiple recipes, you need to pick one before it starts working. If you don’t, the building will display a warning and “?” in the building panel. You can choose the recipe before the building is built.
Science
Let the beavers gaze into the stars for too long and you end up with Inventor’s Hut on steroids.
New building: Observatory (1000 SP; 80 planks, 30 gears, 10 pine resin; 200 HP; employs 4 workers). Generates SP at a high rate and has cool rotating pieces!
New attractions
It’s post-apocalypse alright but a beaver’s existence should not be just about trying to survive.
New building: Lido (250 SP; 40 logs, 30 planks; can only be built on a riverbank). You wanted the swimming pools, and here they are. Lidos satisfy Fun.
New building: Mud Bath (1800 SP; 50 gears, 50 treated planks, 30 water; 50 HP). Rivers aren’t always available but getting down and dirty (with bubbles!) can be Fun too.
New building: a little beaver secret, totally not leaked before and not shown in the feature trailer. Enjoy your spiritual holidays!
Maps and Map Editor
All included maps have been updated to include Metal Deposits and Chestnut Trees. To maintain the in-game balance, we have removed some of the existing ruins and other trees.
It is now possible to place Metal Deposits and Chestnut Trees in the map editor.
Balance
Average Wellbeing needed to unlock Iron Teeth increased from 8 to 11.
Engine now generates 400 HP, up from 200 HP.
Large Windmill now generates up to 400 HP, up from 300 HP.
Windmill now generates up to 200 HP, up from 120 HP.
Changed the time to grow Maple to 30 days.
Made tweaks to the Nutrition needs so that it’s possible to satisfy all of them.
In-game text and credits
Added more flavor texts to buildings and resources. Can you spot all the references?
- added graphics options (low, medium, high) - added option to disable physics - optimization for low end PCs
If you previously had low fps try tp change graphics quality to low - you should see huge difference now in performance. Other players even on high quality will see decent increase of fps.