Badwater
Previously, badwater affected surrounding areas by limiting irrigation ranges and contaminating the ground simultaneously. Now, these effects trigger at different badwater concentration levels. This makes it less of a binary mechanic and adds more impact to the partial contamination.- With badwater below 50%, the irrigation range decreases, depending on the concentration. At 50%, the water body no longer irrigates the land but doesn’t contaminate it yet. This means the affected plant life withers at its “regular” speed.
- With badwater above 50%, the water body starts contaminating the ground and actively killing plant life. The contamination’s range depends on the badwater’s concentration. At 100%, the effect is similar to what we had before today’s update.
Maps
The eleventh built-in map has just received its badwater-filled iteration. Thousand Islands is known for its water-themed challenge, so we had to figure out how to preserve its unique setup and add meaningful badwater interactions. It is also a good example of why the badwater changes listed above make sense to us. Check the map out and let us know what you think!- Updated map: [b]Thousand Islands[/b] now features large amounts of badwater. Swim carefully!
Balance
Alright, we’re going easy on you. Mother Nature won’t always be so gentle, though.- Increased the minimum number of cycles before badtides hit to 7 (on easy difficulty), 5 (medium), and 3 (hard).
- Removed Terraforming Station from the game. It had its purpose when terraforming was exclusive to bots, but in Update 5, this duty is also handled by the regular beavers.
- Terraforming is now performed by builders.
Misc.
- Added Rubble Removal Tool 5000™ to the toolbar. Cleaning the leftovers has never been easier!
- Renamed Temple and Shrine to Agora and Contemplation Spot, respectively. The previous religious connotation didn’t make much sense to us. The Temple’s flavor text was also updated.
- Updated models for all bridges to make them stand out more with crowded colonies in the background.
- The ground is now hidden when previewing buildings with underground parts such as the Underground Warehouse.
- The standard buttons and headers used in the main menu etc. are now scalable.
- Updated the text in removal tools’ tooltips to be consistent across the category.
- Updated the look of the “Unlock this building” button.
- Updated the text on the “Clear this key binding” button.
- Added audio cues to transitions between seasons.
- Added missing sounds and the flavor text to Motivatorium.
- Reordered the Well-being buildings to match their increasing Science costs.
- Removed the extra arrows from the map selection list.
Bug fixes
- Fixed the brush flickering in the map editor, caused by changing its - the brush’s - parameters.
- Fixed a bug with saves not updating correctly after the system clock switches from daylight saving time. If you’re playing Timberborn at 2 AM, we admire your dedication.
- Removed that randomly placed tree on the Meander map.
