【TIMBERBORN / INFRASPACE】More Updates? Lets Gooooo!

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Published on ● Video Link: https://www.youtube.com/watch?v=6ze2elQAAgU



Game:
Timberborn (2021)
Category:
Vlog
Duration: 4:25:58
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10


Golems
Your robotic rodents already require production and powering up. Further maintenance duties were a bit too much, limiting their usability, how easy they were to migrate and so on. We’re making cuts here while also giving Folktails their own way of boosting golems’ efficiency.
New building: Catalyst Tank (600 SP; 15 Gears, 20 Treated Planks, 15 Metal Blocks; Folktails only). Use this to supercharge your Barrelbots with a secret plant compound!
Biofuel Refinery has been renamed Refinery and has a second recipe: Catalyst.
Golems no longer explode and pollute their surroundings on death.
Removed Maintenance Station from the game.
Removed Disposal Facility from the game.
Golem Factory (both factions) was renamed Golem Assembler. Its model was replaced with an updated Maintenance Station’s model. Yeah, we deemed it too cool to just throw away!
Renamed “Control Signal” need to “Control Tower” (to keep it in line with beaver needs). It’s now a purely positive need that boosts golems’ condition when satisfied.
Removed specific profession boosts in Control Towers. The overall performance of golems has been increased due to the well-being rework.
All optional golem buffs are now under the “Boosts” need category.

Well-being rework
After we made the first changes to the Needs system, we continued tweaking the Well-being panels and how they conveyed the information. In the end, we realized that it was still too hard to understand how bonuses work and to check what provides what. Also, despite different available combinations, the pool of actual bonuses was limited, so we’re simplifying the whole system. This also gives you more freedom in deciding how to make your colony happy. Regardless of your playstyle, every new food type, attraction or decoration has a positive effect.
Each unit’s well-being (or “condition” if it’s a golem) rating is now a summary of values provided by needs and attractions (or negative values if a beaver is injured etc.). Different needs and attractions have different values - now always displayed and greyed out if not satisfied.
Well-being and condition are now tiered - when a unit hits a certain tier, its bonuses are boosted.
Bonuses affecting a unit are now summed up and directly displayed in the unit’s panel.
Bonuses for adult beavers are Work Speed, Movement Speed, Life Expectancy.
Bonuses for kits are Growth Speed, Movement Speed, Life Expectancy.
Bonuses for golems are Work Speed, Movement Speed.
Kits now properly enjoy Wet Fur and Shelter as separate needs contributing to their Well-being.
Overheating has been removed.
Renamed Food and Water back to Hunger and Thirst.
Folktails’ Fertility buffs and debuffs have been removed, but the base Fertility value has been increased.
Carrying capacity buffs and debuffs from needs have been removed, but the base beaver and golem carrying capacity was increased to 14 and 20, respectively.

Migrations
The addition of automated migrations was well received. Still, you made it clear that while an automated component is welcome, you also needed a manual way of controlling the numbers. That panel could also be a bit easier to use. We’re happy to oblige.
The “Migration” tab in the Population panel now has two sections.
The “Manual migration” section at the top allows you to pick two districts and directly migrate 1, 10 or all units from each category: Adults, Kits, and Golems between them.
The “Automated migration” section allows you to set the desired minimum for each unit category. The game will try to migrate units for you to satisfy these minimums.
Each district in the “Automated migration” section now has two buttons for each unit type (adults, kits, golems) that allow completely blocking their immigration and/or emigration.

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Timberborn is out in Early Access! https://store.steampowered.com/app/1062090/Timberborn/

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