Frostpunk 2: Alle Patch Notes für Update 1.1.0
Balance
- Changes to address imbalances between Progress and Adaptation:
- Slightly decreased Oil to Heat ratio in Tier 3 Adaptation generator upgrade. Intake Optimization should now always correctly prioritize the selected fuel.
- Increased Oil to Heat ratio in Progress Generator Trier 2 and 3
- Steam extraction outputs decreased:
- Steam extraction from the district lowered from 100 to 80
- Steam extraction from the expanded district lowered from 125 to 100
- Steam extraction from Geothermal Plant lowered from 120 to 90
- Steam extraction from Unfiltered Geothermal Plant lowered from 150 to 110
- Steam extraction from Deep Geothermal Plant lowered from 200 to 170
- Adaptation cornerstone no longer reduces the Heat demand of Steam HUBs
- Enacting a Cornerstone now adds 2 fervour to the faction that is aligned with the opposed affinity
- Increased Deep Deposits amount
- Mass Produced Goods now also affect the Main District
- Apex Workers now also apply to buildings
- Temperature drop in Prologue now occurs later on Citizen difficulty level
- Unified stockpile limits in Colonies between Scenario and Utopia Builder to 30.000
- Adjusted Fractured Gorge Main District area to allow proximity bonuses for up to 3 districts
- Fixed never expiring negative Trust modifier after using "Rush Research"
- Fixed "Boost Research" ability of Pharmaceutical Testing Lab Building
- Modifiers reducing Workforce requirements in districts and buildings should not reduce the number of Workforce produced by Automated Workforce Factory
Gameplay
- Frostbreaking can now be performed on any number of cells up to 8
- Community Actions will be offered more often in Council negotiations
- New Consequence Arcs are awaiting Steward when the following events happen
- Keeping the generator off for too long when there are available fuels
- Promoting a Faction only to Raise Funds afterwards
- Repeatedly failing promise quests for a hostile Faction
- Condemning and promoting the same faction in quick succession
- Failing too many votes after granting an agenda to the same Faction
- Quelling a protest after negotiating with a Faction and making a promise
- Addressed a possible softlock if the player found and used all Steam Cores before Chapter 4
- Having simultaneous quests to pass a policy and repeal the opposite policy will no longer be possible
- Having multiple promise quests to the same law (research, pass, repeal) will no longer be possible
- It will not be possible to promise to pass a policy that is already on the agenda for the next Council voting session
- Promises about fuels won't show up if it's not possible to use them with the current Generator upgrade
- Enclaves and Watchtowers built in them cannot be demolished or deactivated after the relocation of Faction has been completed
- Enclaves are no longer available for construction in colonies under certain conditions in Utopia Builder
- Improved prologue onboarding by separating quests
- Adjusted the timing of the 'Survive the Whiteout' quest
- Story Arcs and other events are now properly unlocked after finishing a Civil War in Utopia Builder
- Detainees are no longer able to express their feelings about the City's situation
- Detainees will return to the society after serving out their sentence
- Negotiations and Grant Agenda proposals will now be prioritising city needs next faction/community affinity
- Messages about consequences won't display during Whiteout
- Factions now provide proper bonuses to the city if the Steward maintains good relations with those factions
- Food sites on Frostland are now properly disabled during Whiteout
- Further fixes and improvements to Peace Accords
- Enforce Peace ability can no longer be used when Prisons are disabled
- The Asbestos Lining message no longer displays false information about Prefabs gain instead of Prefabs cost
- The Deploy Seers ability no longer displays false information about decreasing production efficiency
- The Triumphant Return message no longer displays false information about population increase
- The Night of Broken message now contains information about which faction has been attacked
- The Oil Tombs message is no longer displayed twice if the Steward tries to extract it again after choosing "No, let the dead rest" without leaving district building mode
- The Partial Measures message no longer displays once the Birthing Programme is enacted
- Ending a Protest will be no longer negotiable if one is already collapsing due to Quell or Counterprotest
- Cornerstone messages should no longer appear for opposite affinity
- Opposite faction message foreshadowing protest after Whiteout will no longer occur after the Whiteout
- Deteriorating Infrastructure message will no longer appear during Faction War
- Factions will no longer drop their relations from Devoted to Hostile if certain conditions are met
- Sending people to a colony when there is already an active people transport will now be properly blocked when there is another people transport active for another colony
- Requested Protests will now be dropped if a Faction that requested it is not present in the city
- Improved automatic workforce allocation logic
- Fixed infinite Trust exploit
- Fixed Round Up ability consequences appearing too late
- Fixed Adaptation Generator upgrade 3 negatively influencing Intake optimisation
- Fixed The Fort Century outpost not providing proper resources after upgrading it to Settlement
- Fixed some outposts not being upgraded to settlement instantly
- Fixed possible Faction War softblock if Steward repealed extreme law and enacted it again
- Fixed Round Up ability being possible to use multiple times on paused game stacking up its effect as a result
- Fixed Peace Accords sometimes not being registered as passed in Utopia Builder
- Fixed the 'Relink the Chain' ability from being permanent and stackable on some occasions
- Fixed "Colonise the Frostland" statistic objective sometimes not updating when Statistics are going down
- Fixed some broken promises from being looped
- Fixed abilities that require Guards from not being deactivated when having less Guards than it's needed to activate them
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