4/4/2024 0 Comments Timberborn save editor![]() But fret not, equipped with the new badwater engineering tools, your beavers may not only survive the waves of hooman toxic waste, but also profit off badwater with extract and new production chains. ![]() The titular new danger threatens beavers and plant life alike, and the new in-game season - the badtide - is ready to put your colonists’ ingenuity to the ultimate test. Need a refresher on how to play on the Experimental Branch and access today’s patch earlier?įollow the instructions found here, and let us know what you think of the changes.Įasily the most important content patch since Timberborn’s launch, Update 5 - Badwater deepens the gameplay, makes it less predictable, and addresses tons of player requests. We are hoping that these changes will accommodate a wider range of playstyles. The easy mode is now also easier throughout, while the hard mode is harder. Subsequent badtides now increase in intensity in a more gradual manner on easy and normal difficulties. You can also switch droughts and badtides on and off with simple checkboxes, without having to decipher the meaning behind the more advanced parameters. It is now easier to customize your game using any of the built-in difficulty levels as a preset. Today’s experimental patch addresses some of the preliminary feedback we received during this two-week period. We are overwhelmed by your support and committed more than ever to making the game better. Update 5 - Badwater has been live for exactly two weeks, and it has attracted more players than any previous Timberborn update. This is to counterbalance the change above. Recipe updated to 2 Dandelions, 2 Berries, 1 Paper (up from 1 Dandelion, 1 Berry). By removing the need for Treated Planks, curing the contamination should be as easy (or as difficult) as it is for the Iron Teeth. Cost lowered to 10 Planks, 20 Gears (down from 20 Planks, 5 Gears i 5 Treated Planks). Reduced food and water consumption on easy difficulty to 40% of the default values (down from 60%).Plants affected by badwater contamination now survive between 0.2 and 0.3 days (up from 0.1 and 0.15).This includes changes to the seasons’ duration as well as to the handicap multiplier and length. Reparameterized droughts and badtides to make the easy difficulty more approachable, and hard - more challenging.Similarly, the contamination starts decreasing 12 hours before the badtide ends - when temperate weather returns, the contamination is at 50%, and then instantly drops to 0%. At the start of a badtide, the contamination of water sources starts at 50% and gradually increases to 100% over 12 hours.This should result in a smoother learning curve, since the first badtides will now be noticeably shorter than the droughts the player has already known for a while. The length of a drought or a badtide is now adjusted based on how many times that particular event has struck the settlement already.That gives new players a taste of what badtides are before striking with full force. The first badtide triggered on a new game on easy and normal difficulty now always lasts only a day.
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