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Folktails’ Fertility buffs and debuffs have been removed, but the base Fertility value has been increased.Unsatisfied Sleep now reduces movement speed by 10%.Unsatisfied Thirst now reduces movement speed by 25%.Unsatisfied Hunger now decreases work speed by 50%.Golems’ well-being is called “condition”. Bonuses for golems are Work Speed and Movement Speed.Bonuses for kits are Growth Speed, Movement Speed, Life Expectancy.Bonuses for adult beavers are Work Speed, Movement Speed, Life Expectancy.Bonuses affecting a unit are now directly displayed in the unit’s panel.These values are always visible, greyed out if not satisfied. Most needs and attractions no longer have individual effect combinations but provide different well-being values.Basic needs (Hunger, Thirst, Sleep, Shelter) can now reach negative values, making it more difficult to recover if a beaver is deprived of them for a long time.This also helps us add new content and balance it properly. Under the new system, you also have more freedom regardless of playstyle - every new food, attraction or decoration has a positive effect. You can no longer starve your beavers (or keep them thirsty and/or sleep-deprived) for extended periods without real consequences. All units’ stats and bonuses are now clearly presented and easier to grasp. The well-being system has received a significant update. Use this to stop golems from blocking access to planned construction sites and to prevent cutting off the builders. They’re cubes but it is crucial to rotate them correctly - golems from the Terraforming Station build them in the order indicated by arrows. With enough Dirt, you can start placing new ground blocks. New “building”: Terrain Block (6 Dirt).Golems employed here take on the dangerous job of putting up new terrain blocks. New building: Terraforming Station (750 SP 200 Treated Planks, 30 Metal Blocks 4 workers - Golems only).Guess what, this is where you keep all your precious Dirt. New building: Dirt Pile (500 SP 100 Planks, 25 Metal Blocks).Once it reaches the map’s bottom it will continue mining without destroying terrain. This metal monstrosity excavates a new resource, Dirt, from below, drilling deeper and deeper. New building: Dirt Excavator (2000 SP 100 Treated Planks, 100 Gears, 50 Metal 4 workers - Golems only powered).This new feature pairs well with Timberborn’s water physics and vertical architecture. Excavating dirt and putting up new land blocks allows you to reshape maps completely. Unlocking golems has an extra perk - you get workers capable of terraforming. Cogheads need to visit this building to be wound up. New building: Charging Station (200 SP 5 Planks, 15 Gears, 5 Metal Blocks 1 slot, powered Iron Teeth-only).New building: Control Tower (1000 SP 20 Planks, 15 Gears, 20 Metal Blocks uses SP to operate Iron Teeth-only).Use this to supercharge your Barrelbots with a secret plant compound! New building: Catalyst Tank (600 SP 15 Gears, 20 Treated Planks, 15 Metal Blocks Folktails-only).New building: Biofuel Tank (200 SP 50 Planks, 25 Gears, 15 Metal Blocks Folktails-only).Also creates Catalyst from Maple Syrup and Sunflower Seeds. Creates Biofuel from Carrots, Potatoes, or Spadderdock seeds. New building: Refinery (400 SP 30 Planks, 10 Gears, 10 Metal Blocks 2 workers, Folktails-only).Assembles a golem from 4 Limbs, 1 Chassis, and 1 Head. New building: Golem Assembler (750 SP 100 Planks, 50 Gears, 50 Metal Blocks powered, 2 workers).New building: Golem Parts Factory (500 SP 50 Planks, 25 Gears, 15 Metal Blocks 1 worker powered).Windows, lanterns, and entrances of buildings where golems are employed light up in light blue rather than normal yellow.
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The rest needs to be unlocked with Science Points. Only select workplaces are available to golems right from the start.Folktail golems are called Barrelbots, Iron Teeth golems are called Cogheads. They’re not affected by working hours and regular needs. Golems work at all workplaces with an exception of Inventor, Observatory, and Power Wheel. Their effectiveness comes at a price, though - you need to produce and power them up. They are super-efficient mechanized beavers that perform most duties of their living masters (and some that a beaver wouldn’t touch).
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