Update 5 - TL;DR
Finally, we want to catch you up on the status of [b]Update 5[/b], the upcoming content patch that brings the most significant changes since the Early Access launched in 2021. Update 5 has been receiving tweaks on the Experimental Branch for several weeks now, and the new content has already evolved compared to what we described in the [url=https://store.steampowered.com/news/app/1062090/view/7034115464063354887]original announcement[/url].
Here's where we're at with Update 5 today, collected into handy bullet points.
- The update's highlight is [b]badwater[/b] (currently in its third color iteration). Badwater is fluid, toxic waste that flows from Badwater Sources and taints regular water sources during [i]badtides[/i] (see below). As explained in the post linked above, we strongly believe this new challenge makes the gameplay deeper and more varied, prevents "solving" a map too early, gives map creators extra tools, and addresses several common requests from players.
- Badwater fully uses [b]in-game water physics[/b], powers up water wheels and so on. Most importantly, it mixes with regular water.
- On top of badwater sources that burst with waste during wet seasons, we've added a new in-game season called [b]badtide[/b] to the rotation. When a badtide triggers instead of a drought, badwater starts flowing from regular water sources.
- Beavers exposed to badwater may become [b]contaminated[/b]. Contaminated beavers [strike]turn into zombeavers[/strike] are very slow and refuse to work. They must be cured using faction-specific methods - either in special pods (Iron Teeth) or with herbal medicine (Folktails).
- Badwater not only limits the irrigation range of regular water, but also [b]kills all plant life[/b] in affected areas. The effects become more severe with higher badwater concentrations.
- To deal with badwater, you can use standard hydroengineering tools such as dams and floodgates. There are also special [b]new buildings[/b]: dedicated badwater pumps, faction-specific barriers that limit contamination spread, and different high-end structures that seal badwater sources. The Iron Teeth seal even allows the flow of badwater during drought if that's what you need.
- Badwater also has a positive side - it's turned into the [b]extract[/b]. This new resource is used to enhance bots, breed adult kits in Iron Teeth-exclusive Advanced Breeding Pods, and even produce more powerful dynamite.
- Speaking of [b]terraforming[/b], it is no longer exclusive to bots. The mechanical beavers have another distinct advantage, though - they're immune to contamination.
- For the update's launch, [b]all built-in maps will be reworked[/b] with badwater in mind. Right now, 9 out of 11 maps are ready.
- Update 5 also adds many [b]new decorations and attractions[/b], most of them faction-specific. These range from lanterns and hammocks to exercise plazas and air tunnels. Here's a spoiler: there's more coming.
- We've implemented multiple [b]quality-of-life tweaks[/b]. Keybindings are now customizable, saves have previews and extra details, custom map creators can add thumbnails and descriptions.
- Update 5 features numerous other additions, some long overdue. These include the removal of the irrigation tower (!) and adding tree-cutting animations (!!!).
We're not ready to share the main branch release date of Update 5 yet as we still have more things coming! Stay tuned for further updates - and if you want to read the full patch notes, go [url=https://store.steampowered.com/news/app/1062090]here[/url].
If you don't want to wait and are ready to try the sometimes-quirky [b]experimental builds[/b], check the instructions [url=https://steamcommunity.com/app/1062090/discussions/0/3195862975779063980/]here[/url]. Be sure to let us know your thoughts afterward - we appreciate your feedback, and that's how we decide what needs extra work.
Thanks, and... please do remember about us in the [i]Steam Awards[/i] voting above, will you?
- Team Timberborn