News Liste Timberborn

Patch notes 2026-01-12 (Experimental) - New map, tutorial updates, and more!
Timberborn
Heute 11:17 Community Announcements
[p]Hello, everyone![/p][p][/p][p]We hope your new year has not begun with a… badtide. Now that we’re back from holidays, we’ve resumed our work on the Timberborn 1.0 build. Today’s patch brings a unique new map named Spillage, important changes to the in-game text and the tutorial, revision of the in-game brightness, as well as a ton of other happy little tweaks.[/p][p][/p]

Maps and map editor

[p][img src="https://clan.akamai.steamstatic.com/images/36026812/bd1897d7e6e205eab86ff60a4b6145f157506850.png"][/img][/p][p]Here comes the third new map we’re adding for the full release. Thanks to the Water Seeps and other new tricks we now have at our disposal, this map plays quite differently, but… we won’t spill the beans here.[/p]
  • [p]New unconventional map: Spillage. This slope is full of small, irrigated enclaves. However, dangers abound in the region - should you not be careful, those areas will become anything but hospitable.[/p][/*]
  • [p]Moved Blockages closer to the starting locations on the beginner-friendly maps.[/p][/*]
  • [p]Removed the Resources category in the map editor and moved its contents to Objects.[/p][p][/p][/*]

Visuals and camera

[p][img src="https://clan.akamai.steamstatic.com/images/36026812/7db280b121ff31945f576a080cf7c3cc34d86c50.png"][/img][/p][p]While we are happy with the refreshed visuals, we agree that the game became a little too bright. It is now also easier to zoom all the way out if you wish![/p]
  • [p]Slightly lowered the in-game brightness, especially during the day.[/p][/*]
  • [p]Increased the camera’s default zoom-out limit and added an “Unlimited” checkbox to the settings.[/p][/*]
  • [p]In the settings, you can now adjust the speed of camera rotation with a mouse.[/p][/*]
  • [p]Input speed sliders in the settings now use values between 0% and 300%, with the default being 100% instead of 40%, which should make more sense for 60% of the population.[/p][/*]
  • [p]Revised lighting distances for all buildings.[/p][/*]
  • [p]Wood Workshops for both factions now use fewer different materials (visually, this is not a balance change).[/p][/*]
  • [p]Dandelions no longer rave when exposed to the wind.[/p][p][/p][/*]

Tutorial

[p][img src="https://clan.akamai.steamstatic.com/images/36026812/5b69608edfcbc229e432158d8a0ea5fe74a3f63c.png"][/img][/p][p]With 1.0 around the corner, it was high time to give the tutorial a critical look. While Timberborn is a sandbox and discovering what works and what doesn’t is a huge part of the fun, the basics could be explained better - in a less linear way, while also covering more aspects of the game.[/p]
  • [p]Reworked the tutorial system to use independent tutorial paths rather than shoving them all into one linear sequence. This also makes it easier to add extra paths down the road.[/p][/*]
  • [p]Rewritten and updated existing tutorial paths.[/p][/*]
  • [p]Added a few new tutorial paths, for example to introduce the well-being system.[/p][/*]
  • [p]Hovering the mouse cursor over the “Continue” button now highlights it.[/p][p][/p][/*]

UI & in-game text

[p]Following an extensive quality check, we’ve made many changes to the in-game text, aimed at increasing its consistency and clarity.[/p]
  • [p]These adjustments range from small tweaks to larger changes. For example, “energy” is now “power”, we consistently use the word “goods” instead of “resources”, Windmills are called Wind Turbines, your beavers suffer from Chipped Teeth (and not Broken Teeth) etc.[/p][/*]
  • [p]Added a new way of changing the visible layer level by holding Alt (Options on macOS) and dragging the mouse up or down.[/p][/*]
  • [p]Added several new keybindings.[/p][/*]
  • [p]Added missing tooltips to in-game buttons. [/p][/*]

Audio

[p]Ding-dong-whoosh![/p]
  • [p]Added selection sounds to the new buildings.[/p][/*]
  • [p]Added the [strike]snooze button[/strike] sound toggle to the Bell.[/p][/*]
  • [p]Added some missing ambient sounds to the mechanical buildings. [/p][/*]

Modding corner

  • [p]The "Spec" postfix was removed from the names of non-ComponentSpec properties. This change affects BlockObjectSpec. Yes, this means the mods are broken once again.[/p][/*]
  • [p]FactionSpec's BlueprintModifiers now reference the original and modifying BlueprintAssets.[/p][/*]
  • [p]Unity Modding Tools’ graphic settings match the game's settings now.[/p][p][/p][/*]

Misc.

  • [p]Smelter’s chimney is now shorter, making it possible to use Platforms as smoking racks.[/p][/*]
  • [p]Beavers now carry out goods from the paused District Centers and Builder's Huts.[/p][/*]
  • [p]Bored builders aren't privileged anymore and have to help with removing unwanted stock from buildings. [/p][/*]

Bug fixes

  • [p]Beavers should no longer get stuck under stairs or inside buildings. They'll attempt to move to a nearby tile or fall back to their District Center in emergency situations. Now that’s a bugfix worthy of a 1.0 release, no?[/p][/*]
  • [p]When using the layer tool, lights for hidden buildings are now correctly disabled.[/p][/*]
  • [p]Mouse dragging speed is now consistent between Windows and macOS.[/p][/*]
  • [p]Edge scrolling now works correctly for all screen edges on macOS devices with a camera notch.[/p][/*]
  • [p]Fixed a small gap in the Pile.[/p][/*]
  • [p]Fixed Power Shafts not connecting - visually - to the Bot Assembler.[/p][/*]
  • [p]Power Shaft connectors are now positioned correctly.[/p][/*]
  • [p]On the lower graphic settings, trees no longer get white edges at the bottom.[/p][/*]
  • [p]Added the missing doorsteps to the buildings’ construction sites.[/p][/*]
  • [p]The game no longer crashes if you linger too much when choosing your settlement’s name.[/p][/*]
  • [p]The “Master Builder” achievements no longer check for buildings that cannot be built on some maps (such as Geothermal Engines, since not all maps feature Geothermal Fields).[/p][/*]
  • [p]The “It Happens” achievement should now trigger consistently.[/p][/*]
  • [p]The game no longer gets heavily confused if you rotate the camera while placing draggable buildings, such as Paths.[/p][/*]
  • [p]Storage icons are now correctly refreshed in the map editor.[/p][/*]
  • [p]A goods dropdown in the map editor now correctly hides when the object is deleted.[/p][/*]
  • [p]A district's range is no longer drawn over Slopes.[/p][/*]
  • [p]As scary as they look, Thorns no longer block building over them.[/p][/*]
  • [p]Fixed a bug with tooltips not being positioned properly for one frame.[/p][/*]
  • [p]The Badtide Drain now correctly lets beavers access buildings and resources placed on top of it.[/p][/*]
  • [p]Clicking a currently selected object on a dropdown list now collapses the list.[/p][/*]
  • [p]It is no longer possible to play the game with the Steam overlay open.[/p][/*]
  • [p]The progress bar for healthy plants now looks correct in all languages.[/p][/*]
  • [p]Fixed a multithreading bug related to the water sources’ current strength.[/p][/*]
  • [p]Fixed a crash caused by the Unstable Core destroying unfinished Tunnel supports.[/p][/*]
  • [p]The Map editor no longer crashes when you enter a stock amount that the game doesn’t like.[/p][/*]
Logo for Timberborn
Release:15.09.2021 Genre: Aufbaustrategie Entwickler: Mechanistry Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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