Frostpunk 2
City Development Effort - Balance Overhaul
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Actualización: 31 AGO a las 3:58
por Sampsa

Hotfix: Fix population growth at high levels.

Actualización: 30 AGO a las 5:34
por Sampsa

Full release of CDE 2.0.0 for game version 1.3.1

See mod.io page for list of all changes https://mod.io/g/frostpunk2/m/cde

Actualización: 15 AGO a las 16:23
por Sampsa

Actualización: 15 AGO a las 15:45
por Sampsa

Large update adding 6 new statistics and a ton of heat changes & fixes.

Actualización: 17 JUN a las 3:34
por Sampsa

Experimental weather timeline test:

Temperature is now FORCED to:
-72C between weeks 400 to 500
-94C between weeks 950 to 1100
-116C between weeks 1550 to 1700

Actualización: 9 JUN a las 8:39
por Sampsa

Changes:
- You no longer need a Research Institute to make promises.
- Make the early game temperature drops more predictable. Before the first 300 weeks, the temperature will: Drop, Rise, Drop, Drop, Rise, after which it is randomized.
- High Grit now additionally increases Hunger, Cold and Crime.

Fixes:
- Fix promoting a faction not increasing relations.
- Fix Grit and Automation applying in all cities from one source.
- Fix Colony generators not producing any Grit or Automation.
- Fix Typo in Survivalist' Headquarters description.
- Fix Frostland being empty on Algorithm.

Actualización: 6 JUN a las 12:02
por Sampsa

Changes:
- Commercial District now produce half as much Heatstamps by default, but give a Heatstamp proximity bonus to Housing distirct. They also gain Squalor from adjacency with Industrial Districts.

Additions:
- Progress buildings now show up as a Warm area in the heat allocation map.

Fixes:
- Actually fix temperature not trending down (I had the percentages swapped so it was actually trending upwards...)
- Frostland Exploration no longer says "Blocked due to weather" without a T1 or T2 logistics district.
- Ovedrive now also affects Stockpile and Commercial Districts.
- Progress buildings now properly increase District temperature levels.
- Fix Famous Hunting Grounds not requiring a trail connection.
- Remove building times from settlements so you cannot spend resources multiple times.
- Fix Commercial Districts not gaining increased heatstamp storage with higher tiers.
- Experimental fix for Grit and Automation showing two levels at once, please report if you still experience this.

Actualización: 4 JUN a las 12:44
por Sampsa

Another small update mostly fixing some reported issues and tweaks to the temperature balance.
The next update is hopefully a bigger one with new buildings and ideas.

Changes:
- Reduced Advanced Material production by ~80%
- Adjusted District Furnace stats (Major nerf)
- District Furnance additionally produces squalor to adjacent districts
- Temperature now trends lower more aggressively instead of staying at the starting levels.
- Did an initial pass on some of the changes for the Campaign to make it atleast somewhat playable.

Fixes:
- Fix some actions not affecting community relations on Algorithm.
- Fixed Equality housing block having wrong refund costs.

Actualización: 2 JUN a las 13:27
por Sampsa

Fixes:
- Fixed Adaptation generator acting as a Progress generator.
- Fixed Tier 3 and 4 Stockpile districts not providing increased Storage. Also fixes Advanced Materials being unusable.
- Fixed Skyways construction tooltip not showing the Advanced Materials cost.

Additions:
- Added a new building: The University. You now need an active University to research Tier 2 (250 Heatstamps) Ideas.

Changes:
- Reduced Heat Auctions production.

Actualización: 28 MAY a las 15:22
por Sampsa