Posted May 24, 2023
Hi GOG!
The next major update for Timberborn is now live for everyone, and as you’re about to see, we’ve addressed some of the most popular player requests. Watch the feature trailer below!
https://youtu.be/dXa0YA62szc
Here’s a summary: districts no longer have range limits, and the distribution is automated. The Iron Teeth now boast a whole new industrial food production chain complete with new crops and buildings. We made both factions more unique with new monuments and updates to decorations and other buildings. There’s also a new map (Craters) and a slew of tweaks and fixes. Oh, and we improved the framerates by up to 80% (according to some: even more)!
The update’s content evolved thanks to the ongoing feedback from our experimental branch players, so a big shout-out to you all!
Patch notes: 2023-05-24 (Update 4)
Note: Update 4 shouldn't break compatibility with Update 3 saves but especially on the Iron Teeth saves, things won’t be the same anymore - as detailed below. As all Iron Teeth know, progress sometimes requires sacrifice. Please consider starting a new game.
Food production changes
As part of our “making factions more unique” project, the Iron Teeth received an entirely new food production chain, and most of the older crops are now exclusive to Folktails. We designed the new Iron Teeth crops and buildings to reflect the faction’s industrial nature. For them, food is all but another cog in the great lumberpunk machine. They want their eatables produced efficiently and on a large scale, and they now have the tools for that. Let Folktails keep their tasty organic food nonsense!
- New crop: Kohlrabi (can be eaten raw; Iron Teeth only) - this starting food keeps the belly full, but that’s about it.
- New crop: Canola (Iron Teeth only) - used to produce a new good, Canola oil.
- New crop: Cassava (Iron Teeth only) - fermented in the Fermenter.
- New crop: Soybean (Iron Teeth only) - fermented in the Fermenter.
- New crop: Corn (Iron Teeth only) - turned into rations in the Food Factory.
- New crop: Eggplant (Iron Teeth only) - turned into rations in the Food Factory.
- New tree: Mangrove Tree (grown in shallow waters; Iron Teeth only) - yields tasty fruit, and in an emergency, can be cut for some logs.
- New crop: Coffee Bush (grown by Forester; Iron Teeth only) - yields beans that are then roasted to make coffee, duh.
- New building: Fermenter (Logs x25; Iron Teeth only) - with the unique process known only to the Iron Teeth, it ferments Cassava, Soybean, and Mushrooms.
- New building: Oil Press (120 SP; Logs x20, Planks x20, Gears x20; Iron Teeth only) - squeezes oil out of Canola seeds.
- New building: Hydroponic Garden (200 SP; Planks x20, Gears x10, Metal blocks x5; stackable; Iron Teeth only) - with a steady supply of water and over the course of a looong period, this stackable garden grows algae and mushrooms, used to create highly nutritious rations and fermented food.
- New building: Food Factory (300 SP; Planks x40, Gears x15, Metal blocks x10; Iron Teeth only) - produces nutritious rations from corn, eggplants, and algae.
- New Building: Coffee Brewery (500 SP; Treated planks x25, Gears x10, Metal blocks x 15; Iron Teeth only) - brews coffee from gathered coffee beans.
- New tree: Oak (takes 30 days to fully grow, yields 8 logs). These mighty trees may take a while to grow but the reward is grand!
- Wheat, Carrots, Potatoes, Sunflowers, Cattail, and Spadderdock are now Folktails-exclusive. On existing Iron Teeth saves, ground crops are replaced with Kohlrabi, and aquatic crops are gone.
- Chestnut Tree and Maple are now Folktails-exclusive. On existing Iron Teeth saves, these trees are replaced with Pines and Oaks, respectively.
- Lowered Maple’s log yield.
- Aquatic Farmhouse, Grill, Gristmill, and Bakery are now Folktails-exclusive. On existing Iron Teeth saves, these buildings are gone, with related goods replaced with various new goods. For example, Bread is replaced with Fermented Soybean.
New monuments and other changes
In addition to the above, we’re updating several other buildings to make Folktails and Iron Teeth playthroughs feel different, both in terms of gameplay and visuals. Notably, all six monuments were replaced and are now faction-specific. We have also updated and split some decorations.
- New building: Farmer Monument (1000 SP, 200x Logs; Folktails only). Folktails salute the workers who ensure they have something to put in the oven.
- New building: Brazier of Bonding (3000 SP, 400x Planks; Folktails only). Because in these trying times, family is all that matters.
- New building: Fountain of Joy (12000 SP, 400x Planks, 100x Treated Planks, 300 Metal blocks; needs to be placed in water to operate; Folktails only). Having an abundance of water is definitely a reason to rejoice.
- New building: Laborer Monument (1000 SP, 200x Logs; Iron Teeth only). Work hard, work hard!
- New building: Flame of Unity (3000 SP, 300x Planks, 50xMetal blocks; Iron Teeth only). How many Iron Teeth do you need to change the lightbulb refuel a brazier? Four, apparently.
- New building: Tribute to Ingenuity (12000 SP, 400x Gears, 100x Treated Planks, 300x Metal blocks; needs power to operate; Iron Teeth only). The burden of the world lies heavy on an Iron Teeth’s shoulders.
- On existing saves, most old monuments are replaced with new versions. The only exception is Tribute to Ingenuity (Folktails) which simply disappears. It’s huge, and a fountain built a hundred feet above ground would be weird even by beaver standards.
- New building: Hedge. This replaces the Log Fence and is a new Folktails-exclusive decoration.
- Metal Fence received an updated model and is now Iron Teeth-exclusive.
- Benches, Shrubs, and Wood Fences (previously: Plank Fences) now use different, faction-specific models.
- New building: Farmhouse was renamed Efficient Farmhouse (Logs x25). It is now exclusive to Folktails and has three workers.
- Updated building: Farmhouse (Logs x20; Iron Teeth only; 2 workers). It is a smaller (2x2) version of the building previously known under that name.
- New building: Industrial Lumbermill (Logs x20). This Lumbermill variant is exclusive to the Iron Teeth and has a new, twice as sawwy model. Also, it has two workers.
- Updated building: Lumbermill (Logs x15; Folktails). It is now Folktails-exclusive.
- Updated models for the following buildings, with different variants for each faction: Campfire, Forester, and Tapper’s Shack.
Districts rework
The introduction of districts solved many problems Timberborn had in the past, including but not limited to, original performance woes. However, we heard a lot of feedback about this feature and specifically, district range limits. Over time, we’ve optimized the game’s code to make the range less of a performance hog, and in Update 4, we’re removing range limits entirely. If you want to cover the entire map with a single district, you can! Just remember that if a worker spends half their day commuting, their efficiency and well-being take a hit. You still may optimize and specialize your colonies with districts, but it’s now optional and way more straightforward.
- Districts no longer have range limits.
- Colored range lines remain on paths to inform you that a building might be too far from the District Center to operate efficiently.
- Added a colored heatmap to better communicate ranges across the district. The heatmap is visible after clicking any path tile, stair, or slope within the district.
- Added colored numerical range indicators to the Settlement Panel and individual building panels to further help you identify buildings that might be too remote.
- Path tiles, stairs, and slopes now display the distance to the parent District Center in their panel.
- Selecting a Slope now shows range lines (and the heatmap), similar to stairs and paths.
The next major update for Timberborn is now live for everyone, and as you’re about to see, we’ve addressed some of the most popular player requests. Watch the feature trailer below!
https://youtu.be/dXa0YA62szc
Here’s a summary: districts no longer have range limits, and the distribution is automated. The Iron Teeth now boast a whole new industrial food production chain complete with new crops and buildings. We made both factions more unique with new monuments and updates to decorations and other buildings. There’s also a new map (Craters) and a slew of tweaks and fixes. Oh, and we improved the framerates by up to 80% (according to some: even more)!
The update’s content evolved thanks to the ongoing feedback from our experimental branch players, so a big shout-out to you all!
Patch notes: 2023-05-24 (Update 4)
Note: Update 4 shouldn't break compatibility with Update 3 saves but especially on the Iron Teeth saves, things won’t be the same anymore - as detailed below. As all Iron Teeth know, progress sometimes requires sacrifice. Please consider starting a new game.
Food production changes
As part of our “making factions more unique” project, the Iron Teeth received an entirely new food production chain, and most of the older crops are now exclusive to Folktails. We designed the new Iron Teeth crops and buildings to reflect the faction’s industrial nature. For them, food is all but another cog in the great lumberpunk machine. They want their eatables produced efficiently and on a large scale, and they now have the tools for that. Let Folktails keep their tasty organic food nonsense!
- New crop: Kohlrabi (can be eaten raw; Iron Teeth only) - this starting food keeps the belly full, but that’s about it.
- New crop: Canola (Iron Teeth only) - used to produce a new good, Canola oil.
- New crop: Cassava (Iron Teeth only) - fermented in the Fermenter.
- New crop: Soybean (Iron Teeth only) - fermented in the Fermenter.
- New crop: Corn (Iron Teeth only) - turned into rations in the Food Factory.
- New crop: Eggplant (Iron Teeth only) - turned into rations in the Food Factory.
- New tree: Mangrove Tree (grown in shallow waters; Iron Teeth only) - yields tasty fruit, and in an emergency, can be cut for some logs.
- New crop: Coffee Bush (grown by Forester; Iron Teeth only) - yields beans that are then roasted to make coffee, duh.
- New building: Fermenter (Logs x25; Iron Teeth only) - with the unique process known only to the Iron Teeth, it ferments Cassava, Soybean, and Mushrooms.
- New building: Oil Press (120 SP; Logs x20, Planks x20, Gears x20; Iron Teeth only) - squeezes oil out of Canola seeds.
- New building: Hydroponic Garden (200 SP; Planks x20, Gears x10, Metal blocks x5; stackable; Iron Teeth only) - with a steady supply of water and over the course of a looong period, this stackable garden grows algae and mushrooms, used to create highly nutritious rations and fermented food.
- New building: Food Factory (300 SP; Planks x40, Gears x15, Metal blocks x10; Iron Teeth only) - produces nutritious rations from corn, eggplants, and algae.
- New Building: Coffee Brewery (500 SP; Treated planks x25, Gears x10, Metal blocks x 15; Iron Teeth only) - brews coffee from gathered coffee beans.
- New tree: Oak (takes 30 days to fully grow, yields 8 logs). These mighty trees may take a while to grow but the reward is grand!
- Wheat, Carrots, Potatoes, Sunflowers, Cattail, and Spadderdock are now Folktails-exclusive. On existing Iron Teeth saves, ground crops are replaced with Kohlrabi, and aquatic crops are gone.
- Chestnut Tree and Maple are now Folktails-exclusive. On existing Iron Teeth saves, these trees are replaced with Pines and Oaks, respectively.
- Lowered Maple’s log yield.
- Aquatic Farmhouse, Grill, Gristmill, and Bakery are now Folktails-exclusive. On existing Iron Teeth saves, these buildings are gone, with related goods replaced with various new goods. For example, Bread is replaced with Fermented Soybean.
New monuments and other changes
In addition to the above, we’re updating several other buildings to make Folktails and Iron Teeth playthroughs feel different, both in terms of gameplay and visuals. Notably, all six monuments were replaced and are now faction-specific. We have also updated and split some decorations.
- New building: Farmer Monument (1000 SP, 200x Logs; Folktails only). Folktails salute the workers who ensure they have something to put in the oven.
- New building: Brazier of Bonding (3000 SP, 400x Planks; Folktails only). Because in these trying times, family is all that matters.
- New building: Fountain of Joy (12000 SP, 400x Planks, 100x Treated Planks, 300 Metal blocks; needs to be placed in water to operate; Folktails only). Having an abundance of water is definitely a reason to rejoice.
- New building: Laborer Monument (1000 SP, 200x Logs; Iron Teeth only). Work hard, work hard!
- New building: Flame of Unity (3000 SP, 300x Planks, 50xMetal blocks; Iron Teeth only). How many Iron Teeth do you need to change the lightbulb refuel a brazier? Four, apparently.
- New building: Tribute to Ingenuity (12000 SP, 400x Gears, 100x Treated Planks, 300x Metal blocks; needs power to operate; Iron Teeth only). The burden of the world lies heavy on an Iron Teeth’s shoulders.
- On existing saves, most old monuments are replaced with new versions. The only exception is Tribute to Ingenuity (Folktails) which simply disappears. It’s huge, and a fountain built a hundred feet above ground would be weird even by beaver standards.
- New building: Hedge. This replaces the Log Fence and is a new Folktails-exclusive decoration.
- Metal Fence received an updated model and is now Iron Teeth-exclusive.
- Benches, Shrubs, and Wood Fences (previously: Plank Fences) now use different, faction-specific models.
- New building: Farmhouse was renamed Efficient Farmhouse (Logs x25). It is now exclusive to Folktails and has three workers.
- Updated building: Farmhouse (Logs x20; Iron Teeth only; 2 workers). It is a smaller (2x2) version of the building previously known under that name.
- New building: Industrial Lumbermill (Logs x20). This Lumbermill variant is exclusive to the Iron Teeth and has a new, twice as sawwy model. Also, it has two workers.
- Updated building: Lumbermill (Logs x15; Folktails). It is now Folktails-exclusive.
- Updated models for the following buildings, with different variants for each faction: Campfire, Forester, and Tapper’s Shack.
Districts rework
The introduction of districts solved many problems Timberborn had in the past, including but not limited to, original performance woes. However, we heard a lot of feedback about this feature and specifically, district range limits. Over time, we’ve optimized the game’s code to make the range less of a performance hog, and in Update 4, we’re removing range limits entirely. If you want to cover the entire map with a single district, you can! Just remember that if a worker spends half their day commuting, their efficiency and well-being take a hit. You still may optimize and specialize your colonies with districts, but it’s now optional and way more straightforward.
- Districts no longer have range limits.
- Colored range lines remain on paths to inform you that a building might be too far from the District Center to operate efficiently.
- Added a colored heatmap to better communicate ranges across the district. The heatmap is visible after clicking any path tile, stair, or slope within the district.
- Added colored numerical range indicators to the Settlement Panel and individual building panels to further help you identify buildings that might be too remote.
- Path tiles, stairs, and slopes now display the distance to the parent District Center in their panel.
- Selecting a Slope now shows range lines (and the heatmap), similar to stairs and paths.
Post edited May 24, 2023 by Miami_Mechanistry