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Tuesday, February 25, 2025 8:42:55 AM

Patch notes 2025-02-25 (experimental)

Hello, everyone!
After a short break, it’s time for another hefty batch of experimental Update 7 tweaks! We’ve rebalanced several buildings - for example, we now let bots into Observatories and make it easier to obtain Scrap Metal from Underground Ruins. Some quality-of-life changes are also here, plus we’ve squashed quite a few bugs you reported. Thanks!

Patch notes 2025-02-25 (Experimental)

As a reminder, if you want to join our experiments, here’s how to switch to the Experimental Branch:
https://steamcommunity.com/app/1062090/discussions/0/3195862975779063980/

Balance

Power Wheel - lowered the cost from 40 Logs to 20 Logs.
Large Power Wheel - lowered the cost from 100 Logs to 50 Logs.
Mechanical Fluid Pump and Deep Mechanical Fluid Pump - lowered the cost from 100 Gears, 50 Treated Planks, and 50 Metal Blocks to 50 Gears, 25 Treated Planks, and 25 Metal Blocks. Lowered the SP cost from 5000 SP to 2500 SP.
Beaver Statue (Iron Teeth) - lowered the cost from 30 Metal Blocks to 20 Metal Blocks.
Mine’s and Efficient Mine’s basic recipe now produces Scrap Metal without consuming any input resources. The output for both Mines is now Scrap Metal x5.
Efficient Mine’s extra recipe now produces Scrap Metal x10 in exchange for Extract x2.
Folktails’ Mine no longer has an extra recipe for Science Points.
For a small fee of 7500 SP, bots can now work in the Observatory. Just don’t come to us when they revolt.
Lowered the unlock cost of Forester to 30 SP.
Lowered Birch growth time to 7 days.
Lowered planting times for Birch and Oak.
Tweaked harvesting times for Birch, Pine, and Oak.
Mines and Efficient Mines now have 10 workers enabled by default, up from 5.

Misc.

It is now easier to chain the Zipline connections. If the connection is successfully added, the chosen destination Station, Pylon, or Beam is now automatically selected, but the camera does not move. If that destination station or pole still has an unused connection slot, you immediately proceed to add a new connection.
Added icons to the Zipline connection tooltips.
Beavers making a sharp turn on a Zipline pole now rotate faster.
Changed the tree planted as part of the tutorial from Pine to Birch. This change is sponsored by the Balance section above.
Cleaned up building tooltips to be more consistent.
Removed the “Click a single tile or hold the button to select an area.” bit from several tooltips, as it cluttered them too much.
Slightly shrunk that Hauling Post’s thingamabob at the top to fit the building under Overhangs.

Bug fixes

Range previews for buildings in construction are now correctly updated as the player adds more paths and connections rather than only showing the range from the time when the building was initially placed.
Range previews for buildings in construction are now correctly displayed on the preview of unfinished terrain.
The range preview displayed if you click a finished building while in construction mode now also takes into account the buildings still in construction.
Rubble no longer loses its assigned priority after moving to another tile.
Selecting Lido while it’s in the construction phase now works correctly.
Selecting buildings by clicking on their bases with the priority tool now works correctly.
Fixed Ziplines highlighting incorrect buildings when setting up a new connection.
The unfortunate beavers that were stranded on a Zipline and fell are now animated correctly.
Fixed beavers gaining temporary levitation skills right outside of the Zipline Station.
Flipped buildings now correctly get flooded. Sorry everyone, you need to work a little harder for your underwater settlements.
Beavers no longer satisfy their Wet Fur need while inside a submerged Tubeway. Getting all sweaty doesn’t count.
It’s not all bad, though. The beavers also no longer get contaminated when traveling through a Tubeway submerged in badwater.
Fixed Underground ruins not turning green in the map editor when placed on watered terrain.
Tweaked the Barrier not displaying its sides when placed next to other Barriers still in construction.
Bases for the Lido and Swimming Pool no longer clip through terrain and objects below.
Fixed the hole in the upward-facing Solid Tubeway that protruded too much.
Fixed the Solid Tubeway clipping through a construction site placed on top of it.
Tubeway Stations that are not connected to a district are now truly nonfunctional.
In the map editor, the terrain brush now correctly works on top of Natural Overhangs placed at the very bottom of the map.
Beavers can no longer build through layers of terrain. Building through overhangs or platforms is still a fair game.
Beavers no longer start pretending some terrain blocks placed on platforms don’t exist after the player reloads the game.
Fixed water not irrigating the land from below.
Fixed some carried goods clipping with the entrance to the Underground Warehouse.
Fixed the delay in highlighting buildings connected to a district.
Key bindings that cannot be changed are now displayed as such.
Impermeable Floors no longer become invisible in certain situations.
The layer tool now correctly hides the tree-cutting area.
Added the missing contamination reminder to the Deep Water Pump’s description. For the time being, this description will be in English for all languages.
Fixed a crash caused by loading a save with a District Crossing that wasn’t backward compatible.
Fixed the crash caused by enraged beavers whose districts were removed upon loading the game due to backward incompatibility.
Beavers who lost their jobs upon loading the game due to backward incompatibility no longer keep their outfits.
Fixed the game crash caused by building a Dirt Excavator on platforms placed on the max-level terrain.
Fixed a rare crash caused by an invalid animation.