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Overthrown Gets Big New Update

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Summary

  • Overthrown’s Livestock Update introduces Woolies, new combat features, new structures, and worker types.
  • The update offers the ability to shear Woolies, burn buildings during combat, and use new resources like soap and hot baths.
  • Brimstone plans to add difficulty options, map icons, and more based on player feedback to prepare for the game’s full release.

Overthrown, a city-building game that recently rolled out in early access, has shipped its first big update titled The Livestock Update. Having kicked off early access on December 5, 2024, Overthrown is currently available on PC via Steam and on Xbox Series X/S via Xbox Game Preview.

Developed by Brimstone and published by Maximum Entertainment, Overthrown puts the player into the shoes of Runa, a monarch with magical powers. The gameplay revolves around gathering resources, setting up structures, fending off mutants, and more in order to safeguard the kingdom. Besides the option to play solo, it offers online co-op support to play with up to six different players. On Steam so far, Overthrown‘s reception has been quite promising, with “Mostly Positive” reviews at the time of writing. Nearly two months after it rolled out in early access, the devs have released a major update adding various types of new content to the game, ranging from new worker types to new buildings.

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Overthrown‘s new Livestock Update launched for PC players on January 30, 2025, whereas its Xbox arrival is scheduled for January 31. A key aspect of the update is the game’s first farmable livestock, Woolies. These sheep-like creatures come in three different versions—normal, fluffy, and a “gigantic evil mutated form.” Notably, the player can shear the excess wool from the Woolies by simply punching them. Another core aspect that receives an addition is Overthrown‘s combat, which now involves the usage of fire bombs, mortars, and power kegs. With this, the Xbox Game Pass title brings the ability to set buildings on fire during combat.

The latest content drop in the city-building game also introduces a total of nine new structures as well as an expanded research tree. The freshly added buildings include the Mortar Tower, Washhouse, Well, Woolie Barn, and more. Along with these, a batch of new worker types with special skills has been incorporated. These types are Cannoneer, Gong Farmer, Launderer, Soaper, and Weaver. In addition to all that, a rather fundamental UX feature, tool tips, has been rolled into this update to help the player get an idea about the various items found in the game.

As Overthrown players acclimatize themselves with the new changes, Brimstone has already shared what features it’s looking to bring with its future updates. Among these targeted features are difficulty options, map icons, happiness-based spawn rate of citizens, and dynamic outlaws settlements and raids. Making the most of its early positive momentum on Steam, the team behind Overthrown would hope to take in player feedback and implement it successfully ahead of the game’s eventual full release on PC, PS5, and Xbox Series X/S. Several different games in the past have shown how the early access period can be leveraged for a strong official launch.

Overthrown The Livestock Update Patch Notes

Features

New resource: Fiber

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New creature: Woolie

  • Can be periodically sheared by Farmers or players for Wool
  • Will wander around their barn and sleep inside it
  • Don’t forget to shear them!
  • Woolie tag!

New resource: Monster Eggs

New building: Woolie Barn

  • Spawns woolies periodically at the cost of Monster Eggs

Woolies require fodder during Winter to restore calories

Characters and objects can now burn, taking damage over time and spreading fire to others until healed or extinguished

  • Burning items transform to a burnt version after a short duration

Characters and objects now become wet when touching or splashed with water

New building: Well

  • Can be used by citizens and outlaws to extinguish themselves when burning

Soldiers and outlaws can now throw fire bombs at structures and unreachable characters, dealing burn damage

New constructible consumable: Powder Keg

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  • Can be armed and disarmed by players and cause massive explosions
  • The outlaws brought their own!

New building: Mortar Tower

  • Operated by players or Cannoneers, consuming Gunpowder to fire explosive shells at enemy structures spotted by players and citizens

New outlaw building: Field Mortar

  • Fires explosive shells right back at you!

Mortar shell and Powder Keg explosions damage terrain

Mortar Towers operated by Cannoneers, as well as Field Mortars, will target enemy structures, but not wildlife

Explosive damage inflicts burning immediately

New resource: Soap

New building: Soaper’s Workshop

  • Employs a Soaper, turning Carcasses into Soap to be used by the Washhouse

New resource: Hot Baths

New building: Washhouse

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  • Employs a Launderer, consuming Soap and Fuel to supply citizens with Hot Baths (see Changes section below)

New building: Weaving mill

New Resource: Fashion

  • Employs a Weaver, consuming Fiber to supply citizens with Fashion (see Changes section below)

Natural world entities (e.g. trees, plants, boulders) now spawn in groups that refill daily, with new groups spawning on season change

Uprooting an entity and rooting them away from their original group will cause them to join the nearest available group, or start a new group

Map mode now allows natural entities to be selected and the whole group will be highlighted

Friendly buildings now show an icon in map mode. This icon will change to reflect issues affecting it (e.g. damaged, missing worker)

Decorations do not show an icon by default, but will when damaged

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Low priority map mode icons (e.g. buildings with no issues) will fade out when zoomed out to a far distance

Added difficulty settings

  • Added difficulty preset option when starting a new world
  • Added individually adjustable settings in the Manage Players screen, accessible through the pause menu: Difficulty preset, World hostility
  • Aggressive: outlaws will launch raids against players
  • Defensive: outlaws will not launch raids
  • Passive: enemies will never attack players, the players’ kingdom or each other
  • Toggle whether or not the crown be stolen by enemies
  • Enemy spawn rate multiplier
  • Enemy health multiplier
  • Enemy damage multiplier
  • Player health multiplier
  • Player stamina recharge rate multiplier

New decoration: Hay Feeder

New decoration: Flower Bucket

  • Has five selectable variants

New map: Canyon

NPCs can now wander around when idling outdoors

Added a console command to drop the crown

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Changes

New main menu background!

Berry bushes and apple trees now produce fruit every day in Summer

Spring, Summer and Fall are now each 5 days long. Winter is 5 days long.

Removed buildings: Soup Kitchen, Pie Shop, Windmill, Smithy and Dredger

Removed resources: Landfill, Clay, Bricks, Ingots and Flour

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Knowledge has been removed; research costs have been replaced with other resources

Removed building: Storehouse

  • Storage limit is now set to 50,000 for all resources

The research tree has been updated

Terraforming with the shovel now refunds players 1 Ore per tile lowered and cost 2 Ore per tile raised

Structures are now immune to Cutting and Piercing damage (now that NPCs can use fire bombs)

Taxes and salaries have been removed

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The Civil Service research allows employed civilians to generate Coin passively

Soldiers now require a one-time upfront Coin cost upon hiring. This cost is refunded when the soldier changes jobs (but not when defecting or dying)

The Coin cost to respawn is now fixed, rather than scaling with the current amount of Coin in storage

Player reserve crown charge (stamina) is no longer tied to the crown, and no longer generates based on proximity to living characters and creatures

All players can generate reserve charge passively as long as any player is crowned

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When an NPC dies, players within range will absorb bonus reserve charge

While the crown is dropped or stolen, reserve charge cannot be gained and will deplete over time

Crown charge is only accessible once the crown has been picked up by any player for the first time during a playthrough

The citizen capacity is now determined by the amount of housing available rather than vacant jobs

Bladder as a need has been removed

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Buildings no longer provide amenities to citizens within a limited range

Citizens now consume food resources globally to restore their calories need

Outhouses will now only increase the capacity of how many citizens are producing fertilizer

Luxury goods (Drinks, Hot Baths and Fashion) resources are consumed globally to provide happiness bonuses for citizens

In addition to the new Washhouse and Weaving Mill producing Hot Baths and Fashion, respectively, the following buildings produce resources consumed globally by citizens:

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  • Bakeries produce Bread
  • Butcheries produce Meat
  • Alehouses produce Drinks

Adjusted objectives to reflect the above changes to citizen needs

Various resource net change numbers now show the amount gained/lost per day instead of per minute

Updated job slots on Halberdier and Musketeer Barracks to have rotating schedules (early, mid and late shift)

  • All other jobs use the early shift

Info feed message are now shown when a shift changes if there are citizens on that shift schedule

Berry bushes are now destroyed when harvested (but are more plentiful and fruitful due to plant growth changes)

Hunting Towers can now aim while reloading when operated by a Hunter. The new Mortar Towers match this functionality as well when operated by a Cannoneer

Hunting Towers can now be self-operated on a timer upon player interaction, like production buildings. The new Mortar Towers match this functionality as well

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Removed the player-controlled stop/resume thresholds for resource production in the Resources window

Added a recruitment slider to the Population window to manually limit citizen spawning from the Town Hall

Added citizen housing, resource consumption and production information to the Population window

Added tooltips to column header icons in the Population window, and to equipment icons in Character window

Removed citizen skill bars from Population window and skill names from job slots on building interior menus, as skills currently don’t affect anything

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Adjusted housing and soldier cost issue tracker messages for better clarity

Adjusted objectives for clarity and disabled some prompts and hotkeys until they’re introduced in the relevant objective

Updated deposit tiles to a 3D mesh instead of using a flat texture

Updated the crown (spawn) tile to be terraformable

Added contextual prompts for Shoot and Exit when in Hunting (or the new Mortar Tower)

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Added additional controls (E on keyboard and north face button on gamepad by default) to exit Hunting Towers (and the new Mortar Towers)

The “ongoing season change” issue tracker message has been changed to “world generation in progress” for clarity, and will also display during daily plant growth

When resources are absorbed by the player, the resource list will only highlight the relevant resource counter instead of its entire category

Sunflowers will now randomly use one of 3 models that all have a more organic feel than the old one

Removed the “missing Gunpowder” icon from the Hunting Tower’s inspection UI and player operation UI, instead highlighting the resource counter in the resource list with the relevant reload cost. The new Mortar Tower’s UI matches this as well

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Citizens (and the new Woolies) seeking shelter will now stop and check if the coast is clear if they haven’t been in combat for a few seconds

Citizens thrown into buildings will exit them to wander outside if they shouldn’t be in there (e.g. if the citizen wasn’t able to take a job in that building)

Gong Farmers (employed by the Composter) now have their own models, rather than reusing the Farmer models

Musket shots baited by players dashing now have a small randomized delay to feel more natural

Balancing

Mountain, Highland, and Cold regions now start at slightly higher altitude thresholds

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Trampling requires much fewer steps to turn grass into dirt

Organic items take a full day to spoil instead of 5 minutes

NPCs have a wider vertical field of view

Tuskar nests and outlaw camps in the wild can now be destroyed with normal attacks

Some outlaw camp objects have received a health increase

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Soldiers no longer have the Armored physical type (with resistance to Cutting damage, etc.), and instead count as Normal type

Outlaw settlements start out with a larger initial presence, and reach their maximum settlement cap much sooner

All outlaws drop Coin when defeated, instead of Poachers dropping Gunpowder

Player respawn cost has been increased

All research costs, loot drops, production and consumption rates have been adjusted with recent changes in mind (e.g. global resource consumption)

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Player health and armor has been lowered while soldiers, outlaws, and Tuskar health and armor as been increased (on Challenging difficulty)

Ore deposits spawn individually rather than in groups (to encourage players to spread out mines and to settle and defend multiple areas)

Crown, spawn location, and zones updated on all maps

Lowered one of the coastal hills on the Seaside Cliffs map

Fixes

Fixed potential crash when NPCs search for nearby resources to pick up

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Fixed issue tracker messages regarding housing and jobs often being wrong and misleading

Fixed NPC camps being able to spawn inside or above terrain when spawning on terrain that has already been terraformed

Fixed growing trees losing a percentage of their health

Fixed compass markers for enemies not displaying as red for non-host players

Fixed players being visible to NPCs while indoors

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Fixed musket shots triggered against players due to dodging still being able to hit them sometimes

Musket shots dodged by players while dashing will now pass through them instead of being stopped by them

Fixed some portions of NPC animations playing incorrectly

Fixed characters being able to entirely skip attack phases if they’re shorter than a frame, potentially skipping logic that needs to run during those phases

Fixed NPCs not canceling attacks immediately when switching targets

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Fixed NPCs not looking at an unreachable target when attempting to path to it and reaching the nearest reachable position

Fixed NPC attacks playing a few very stiff animation frames when ending

Fixed some Tuskar ledge climbing jank (also affecting the new Woolies)

Fixed newly constructed mirrored buildings replacing terrain tile biomes using their unmirrored footprint

Fixed ground stomp (crown-charged aerial unarmed attack) earth particles appearing completely white

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Fixed hunting tower shots not having a smoke trail unless they hit nothing

Fixed happiness bonus and penalty entries for citizens in the Population window not refreshing when the display language is changed

Fixed some buildings having inconsistent wood textures

Fixed auto-saves sometimes failing

Fixed some saves not loading at all

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Performance

Added the following graphics options:

  • Texture quality
  • Shadow quality
  • Shadow distance
  • Post-processing quality
  • [Screen-space reflection quality
  • Grass render distance

Added automatic recommended graphics settings

Optimized object instantiation, reducing loading times and improving day/season change performance and duration

Optimized terrain data loading, reducing loading times

Occluded plants now skip the growth animation, changing into their grown version instantly instead


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