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Update notes via Steam Community
Hi, everyone!

If you missed that bit we sneaked into our 2023 wrap-up, Update 5 will be released on January 18, 2024. But first, here are some extra tweaks and additions we’d like to test, including an extra new building and the final map’s rework. Let us know what you think!

Need a refresher on how to play on the Experimental Branch?
Follow the instructions found here.

Buildings


The Iron Teeth also wanted to have fun, so we gave them the wheel of pain a better power wheel.
  • New building: Large Power Wheel (Logs x100; 4 workers; Iron Teeth only). There is no shame in such labor - this beast has a 300 HP power output.
  • Power Wheel is now Folktails-exclusive.

Maps


With today’s update, Mountain Range becomes the final built-in map to receive a reworked, badwater-filled version. Bonus changes include a totally different size and shape.
  • Reworked map: Mountain Range. It is now a rectangular 256x150 map.

Misc.

  • Pipes of buildings such as pumps are now smart and adjust their length. This means you can build walkable platforms and grow plants directly below them if you don’t mind the pipe collecting water only to a certain depth. Faction-specific maximums still apply.
  • Added a new checkbox to the Forester: Replant dead trees not marked for cutting.
  • Added the Prioritize by haulers toggle to all relevant buildings in the Settlement Panel.
  • Season change pop-up now disappears based on real-time rather than in-game time. It also disappears when UI elements such as the Settlement Panel are opened. And if you load a save where a drought or badtide is about to start, it won’t be displayed.
  • When using the priority tool on stacked buildings, the priorities are now assigned from top to bottom, not otherwise.
  • Decreased the range in which beavers idle and - if homeless - go to sleep within a tile.

Bug fixes

  • Fixed a bug that prevented lumberjacks from breaking teeth (and left beaver dentists in awe).
  • Fixed a bug that caused moving beavers to suddenly stop and immediately resume running. The third time's a charm!
  • It is now possible to select a beaver sitting in a building with a terrain cutout (i.e. Motivatorium).
  • Fixed a bug with water-blocking objects such as levees not being accounted for in water depth calculations. This in turn affected irrigation and contamination ranges on uneven terrain.
  • Removed that random birch tree from Diorama.
  • Fixed a rare situation with beavers refusing to finish a building after loading the game.
  • For the safety of all beavers, Badwater Source, Water Source, and Badwater Rig can no longer be walked through.
  • Fixed the “Thanks for playing…” exit prompt breaking on certain UI scales.
  • Fixed a crash caused by trying to send a post-crash report. *insert the Inception joke here*

Changed depots in development branch

View more data in app history for build 13083777
Windows 64-bit Base Content win64 Depot 1062091
macOS Base Content macos Depot 1062092
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