Frostpunk 2

Frostpunk 2

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Frostland Reborn
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13 Aug @ 5:13pm
22 Aug @ 12:02am
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Frostland Reborn

Description
Since first playing the BETA, I fell in love with the new Frostlands mechanics — the way we can create a web of outposts and settlements supplying our City.
However, after many months, the Utopia Mode experience began to feel repetitive:
the same locations, repeating with little variety or unique flavour.

This mod aims to fix that.

By expanding the number of settlements, adding new flavour text, and making subtle gameplay tweaks, my goal is to make each playthrough feel more varied, interesting, and memorable.

Overview

11 New Settlements to discover in your game session.

Changes and improvements to existing outposts.

Future updates will refine and expand the experience with more sites, settlements, and outposts.

Important

At the moment, the mod will not work on Story Mode maps such as The Crater.
I have tested it extensively, but if you encounter any bugs — such as game crashes or certain settlements/outposts not appearing — please leave a comment and I will fix them as soon as possible. Enjoy!



Types of Changes

1. Flavour Updates (F)

New descriptions to make locations more interesting.

Unique backstories and lore touches for better worldbuilding.

2. Minor Tweaks + Flavour (TF)

Small adjustments to certain settlements (production values, buffs, debuffs) while keeping balance.

Additional text to match tweaked gameplay effects.

3. Brand New Settlements (NS)

Entirely new settlements with their own lore, requirements, and outposts.

Designed to fit naturally into the Frostpunk universe.




Food Outpost Rework

This mod reworks the way food outposts are used. In-game, upon discovering one you will have a choice to make:

Harvest normally – Works just like vanilla.

Harvest responsibly – Reduces the efficiency of the outpost, but increases the food deposit size and marginally improves relations with all Adaptation communities and factions.

List of Medium outposts

Reindeer herd

Frozen Creek

Moss Cave

List of large outposts

Fertile valley

Frozen River

Mushroom Caverns

Infinite Food outpost

Fishing Village – It will first require repairs, after which you will be granted a near-limitless food outpost that must be operated via a trail or skyway.




Fuel and Materials Outpost Rework

Alongside the food outpost changes, this mod also reworks Fuel and Materials outposts found in the Frostlands.

When you discover one of these sites, you will be presented with a choice:

Extract normally – Works like vanilla.

Expand the operation – Upgrades the outpost and increases its output at the cost of Prefabs and a marginal rise in Squalor. Progress-minded communities and factions will approve of this choice, marginally improving relations with them.

List of Fuel Outposts

Rich Oil Field

Black Sands

Dark Tar Pits

Old Derrick

List of Coal Outposts

Meagre Coal Mine

Shallow Coal Deposit

Wood Outposts

Frozen Grove

Buried Town




Settlement List

Fuel-focused

Logjam — An enormous logjam frozen in place, trapped beneath ice and snow. (F)

Hester’s Pit — A massive coal mining pit. (TF)

Blackhollow (Reworked) — Remote settlement clustered around a towering mine shaft. (F)

Materials-focused

Prospector Mine — Ancient gold mine abandoned long before the Frost. (TF)

Haven's Rest — Community within the hull of a massive icebreaker. (NS)

Food-focused

Mosshearth — Deep crevasse home to a Frostlander community. (NS)

Research / Prefab Storage

Crève-Neige — A colossal train entombed in ice, only its great locomotive free. (NS)

Goods / Trade

The Grand Bazaar — Marketplace built from an old train yard. (NS)

Storage-focused

IEC Vault — Former IEC hub, now home to a Frostlander community. (NS)

Iron Bank — Vault for the wealthy’s treasures before the Frost. (F)

Salt Mine — Vast tunnels in salt-rich stone. (F)
7 Comments
antoha.nikulin  [author] 4 hours ago 
Possibly I'm still figuring out the engine, but if its something I can do I don't see why not.
Plague Doctor 23 Aug @ 9:43pm 
The mod looks awesome but I had one question, is there any future plans to add Guard/Scout requirements to forcefully take some future settlement/town/outposts?
PlayerX 21 Aug @ 4:32am 
Also it would be great to see several smaller locations like shipwrecks, caves and camps which would serve as small outposts for faster exploration which could not be upgraded. Ruins of other generator cities and settlements would be cool to see too.
PlayerX 21 Aug @ 3:25am 
I really like this mod and I hope that it will be further improved and worked on even after modding contest is over. If I were you, I would add more populated settlements which would not give resources but instead reduce discontent, crime, squalor, disease, slow research etc. because there is already a lot of places which can be harvested for resources. It would be more cool to be able to trade with settlements or be able to conquer them with guard squads and scouts and then do with their resources and population as we want ( for example make it a scouts base for faster expansion and exploration or for mining some resources or turning people into servants producing goods, food etc. ). I think that some great locations which should be added are Slavers Bay, Seal Colonies, Tesla Peak and a few more populated settlements with Evolvers, Faithkeepers, Stalwarts and Pilgrims as well as Wanderers, Frostlanders etc.
antoha.nikulin  [author] 19 Aug @ 12:15am 
I have not tested this mod with City Development Effort. Since my mod changes files related to Frostland locations, I believe it may conflict with CDE, as it also alters some sites such as food outposts. However, I may be mistaken.

What I can confirm is that my mod works with the Political Overhaul mod, as I have tested it successfully.
Lenodiac 15 Aug @ 2:56am 
Hey there! Is it compatible with City Development Effort - Balance Overhaul mod?
ActionPickle 14 Aug @ 7:43am 
Wonder if our mods are compatible? Most likely yes!