Hello everyone! The experimental Timberborn update has just been pushed to the main branch. Before we dive into the full patch notes, let’s talk about what’s going to happen a bit later today. [h1]Earth Appreciation Festival[/h1] World’s Earth Day is just two days away and today at 7 PM CEST (10 AM PT), a very special Steam sale event begins. [b]Earth Appreciation Festival[/b] is a collection of 100 released and upcoming games that showcase the beauty of nature and our home planet, or warn us all about what can happen due to climate change, lack of sustainability, conflicts, and other perils. We'll add the link once the sale is live. This event has been organized by us so it won’t surprise you that Timberborn and its OST are present with a 20% discount. What’s important is [b]we’ll donate 15% of all our revenue during the sale to [url=https://viva.org.pl/]Viva![/url][/b], a trustworthy animal welfare organization from Poland (KRS number 0000135274). [img]https://clan.cloudflare.steamstatic.com/images//36026812/f9a1293f362d95946554d3bb0b7fc790fe6f604a.png[/img] One of the initiatives we’ll support this way will be an expansion of a fox asylum located in Korabiewice, Poland, where foxes and raccoon dogs saved from fur farms find peace and security. Beavers building a shelter for foxes - how cool is that! :3 To celebrate, our game designer Jon has recorded a [b]special Earth Day-themed Timberborn challenge[/b]. Can they turn the entire map green again? Find out on [url=https://www.youtube.com/channel/UCP-OhDG3RUXsHTs2ZqqHigQ]our YouTube channel[/url] at 7 PM CEST (10 AM PT)! [previewyoutube=-iK7uLBExjM;full][/previewyoutube] And if you’d rather watch some hot live action, watch the mighty [b]Sean “Day9” Plott[/b] take on Timberborn [url=https://www.twitch.tv/day9tv]on Twitch[/url] today at 10 PM CEST (1 PM PT)! [h1]Patch notes: 2022-04-20[/h1] Alright, onto the meaty part. The experimental update has gone through several iterations and has now been deployed to the main branch of the game. As a reminder: this is [i]not[/i] Update 2. Our major futuristic patch is still in the works and we hope to start unwrapping things soon-ish. [h2]New day/night visuals[/h2] [previewyoutube=1R-7vyWhvLA;full][/previewyoutube] We’ve made a series of tweaks to the lighting to diversify how the game looks depending on the time of day, whether the drought is in progress, and so on. To get an idea of what to expect, watch the video above but [u]please note that it was recorded before several tweaks to the fog[/u] etc. [list] [*] Added dawn and dusk to the day/night cycle, each with unique lighting effects. [*] Adjusted the lighting’s colors and intensity across the day. [*] Added variable length to in-game shadows – it changes depending on the time of day. [*] Added unique fog effects to droughts and temperate seasons, most visible during dusk and dawn. [*] Added a new skybox that gradually transitions between day and night. [/list] [h2]Settlement panel and job priorities[/h2] [img]https://clan.cloudflare.steamstatic.com/images//36026812/efdeb2cc20d51730f19421455e3a15494d97f6ea.gif[/img] Per popular request, we’ve added a panel that lists all beavers and buildings in one place (in six tabs). This allows you to control the colony, and that includes setting the newly added job priorities! You can browse global or, which probably makes more sense, district-based lists. [list] [*] Added job prioritization. Similarly to building prioritization, there are five priority levels, which affect where your beavers go to work first. [*] Added population panel to the game. It contains data split into six tabs: Characters, Housing, Workplaces, Storage, Power, Attractions. [*] The population panel is accessed with a new button in the upper left corner or with a hotkey (“G”). While the panel is open, the game is paused. [*] Using the panel you can pause buildings, change their recipes, mark the building as a priority for the haulers etc. Most importantly, you can pick a job priority for the building. [*] Clicking an object on the list shows its location in the game. Each tab contains information about currently active status effects such as “Building paused”. [*] The panel also displays data such as workplace productivity and how attractive your colony’s attractions actually are. [*] The upper left panel now contains only key information such as population count. [*] As part of panel-related changes, we added clickable district indicators in individual building and beaver panels. [/list] [h2]New map: Beaverome (192x192)[/h2] [img]https://clan.cloudflare.steamstatic.com/images//36026812/2da9a849976ded0f85d187ad02f3f2e83babb38c.png[/img] Beaverome wasn’t built in a day, and neither will be your settlement here. This brand new map challenges you to follow the steps of the beaver pioneers who transformed seven water-filled craters into the heart of the modern beaver civilization. [list] [*] Beaverome (192x192) is now a part of the built-in map roster. [*] With this map, we’re trying a more challenge-like approach. The available areas are narrow and the slopes steep, and it’s not that easy to find a strong water current – but hey, at least there’s enough to drink for everyone, right? [/list] [h2]New(-ish) map: Helix Mountain (256x256)[/h2] [img]https://clan.cloudflare.steamstatic.com/images//36026812/ea686473321a86b7540d4574cfbff9b7b67fff0e.png[/img] The map co-created with the community and used in our city-building contest turned out to be so popular we wanted it permanently in the game! To ensure smooth gameplay, however, we made a series of changes to the map, including moving the mountain. [list] [*] Helix Mountain (256x256) is now a part of the built-in map roster. [*] The map underwent significant changes, including moving the mountain closer to the map’s center. The mountain is also larger, which makes creating your settlements a bit harder, as the water takes longer to flow down. [/list] [h2]New decorations[/h2] [img]https://clan.cloudflare.steamstatic.com/images//36026812/dc6bbe1e9b5134ea716bed7bd5d0759a379361cb.gif[/img] We have added two new faction-specific decorations. [list] [*] New building: Wind Gauge (Folktails) helps you measure wind speed. [*] New building: Bell (Iron Teeth) signals the start and end of the workday. [/list] [h2]Balance changes[/h2] We have realized that the number of gears needed to grow your colony is too dam high. [list] [*] Wood Workshop: Gears cost reduced from 50 to 40. [*] Mud Bath: Gears cost reduced from 50 to 40. [*] Mine: Gears cost reduced from 500 to 350. [*] Efficient Mine: Gears cost reduced from 600 to 450. [/list] [h2]First-time language prompt[/h2] After you launch the game for the first time after the update, you will be prompted to pick your preferred language. As a reminder, Timberborn is now available in 12 languages: English, Polish, Ukrainian, Spanish, Brazilian Portuguese, French, German, Italian, Russian, Simplified Chinese, Korean, and Japanese. [h2]Model updates[/h2] [list] [*] All models in the game have had their models updated to reduce the number of polygons and improve the game’s performance. [*] Updated all flag models with cute little lamps. We’re doing the below just for consistency’s sake. Totally. [/list] [h2]Misc.[/h2] [list] [*] Windmill, Large Windmill: Shafts can be connected from any side now. [*] Added missing flavor texts to buildings and resources. [*] Resources have received updated panels to better communicate what, when, and how they yield. [*] Many panels are now available during the construction stage. Most importantly, the warehouse inventory panel – you can micro your warehouses right after placing them! [*] Builders now use the Working Speed bonus to put up constructions faster. [*] Added the names of new team members to in-game credits. [*] You can now hear them… those little, jumping, green frogs. [/list] [h2]Bug fixes[/h2] [list] [*] Beehives no longer work underwater. [*] Crops affected by the Beehive are now correctly highlighted. [*] Fixed the torches not lighting up in the Temple. [*] Fixed a bug with water becoming too bright at the deepest levels. [*] Underwater buildings and plants are now correctly highlighted when selected. [*] Fixed the collider in Mechanical Water Pump. [*] Fixed a bug that allowed building a Mine in the middle of two adjacent Underground Ruins. [*] Fixed a bug that prevented beavers from using books directly from the Printing Press. [*] Fixed a bug with stock counts in the district distribution panel calculated differently than in the top panel. [*] Fixed a bug that allowed Farmers, Gatherers, Lumberjacks and Tappers to pick up goods not belonging to their workplace. [*] Fixed a visual bug where Smelter’s worker would not sit in the door when there was nothing to do. [*] Fixed the camera switching places when the game was paused or unpaused with a beaver selected inside the building. Uh-oh. [*] Fixed a bug where moving a cursor slooowly over buttons broke their highlighting and the ability to click them. [*] Fixed a bug with attractions not accounting for Power Efficiency. [*] Fixed a bug with hot single beavers in your area not pairing with each other in Lodges. [*] Fixed a bug forcing children to grow up only in the morning. [*] Fixed a bug with water not being hidden after selecting a construction site. [*] Fixed a crash when trying to connect two districts. [/list]