Frostpunk 2

Frostpunk 2

Political Overhaul
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Update: 7 okt om 3:44
door hevi007

Update: 21 sep om 6:20
door hevi007

Fixes__________________________________________________________________
Fixed the industrialists visibility issue.

Fixed an issue where whiteouts didnt stop sabotages and the rallies of factions of "extreme voices" tale.
They also dont spawn during a whiteout.

Fixed some typos in the exreme voices tale.


Corruption and Bribe______________________________________________________
Corruption changes:
The heatstamp penalty has ben decreased.
Corruption now increase goods demand.
The goal is to turn some part of corruption manageable in another way.

Buffed bribe:
- decreased the overall decay time for the corruption given by bribes
- increased the relation increase effect from 0.4 to 0.6


Sabotages______________________________________________________________
Reworked how modded community sabotages spawn:
every 16-22 weeks, it checks if it can spawn a sabotage, a sabotage spawn happens for every:
- 3rd time if you have bad relations with 1 community
- 2nd time if you have bad relations with 2
- every time if all have bad relations
it chooses randomly from those with bad relations


Community trust based effects_______________________________________________
Completely overhauled how the modded community trust related effects scale.
Now they scale with community size and and some timed, manual increases.
The whole point is to make them a bit less punishing in early game.
Detailed desctiption for the scaling:
X is the multiplier of the community trust based effect.

X is counted from 2 things:
The number of modded communities of the expanded democracy tale existing in the city:
1 modded communty exists: +1
2 modded communty exists: +2
3 modded communty exists: +3

+ the related community's size, Each new level requires 1.28x more people than the previous one
Lvl 1 requires 500 community size
Lvl 2 requires 500 + 640 = 1040 size overall
lvl 3 requires 500 + 640 + 819 = 1959 size overall
and so on...

Update: 26 aug om 14:53
door hevi007

Fixes:
- Timer has been added for both tales
- fixed an issue where dispersing a sabotage wouldnt remove guard squads
- fixed the width of the research community option shower UI widget


1984 inspired laws have been renamed to have a unique name instead, this is mostly due to the contest, for copyright reasons.


Research cost changes:
Tool Ownership 50 -> 100
Worker Competence 50 -> 100
Automaton Guidelines 50 -> 150
Public Transport 50 -> 100
Transport Access 50 -> 150
Language Regulation 50 -> 200
Tobacco 50 -> 100

Corruption takes slightly less heatstamps

Update: 17 aug om 12:44
door hevi007

- Active sabotages have been added for modded communities, if you keep bad relations with them for too long sabotages spawn, each sabotage stacks the negative relation effect.

- Council decoration flags have been added for the 2 zeitgeist modded communities

- 5th tale (or 2nd modded tale): Extreme Voices: essentially a 4 faction mode

Update: 4 jun om 13:42
door hevi007

Bug fix

Update: 31 mei om 16:22
door hevi007

Research visiblity issue fix

Update: 29 mei om 4:27
door hevi007

Minor visual fixes

Update: 28 mei om 10:14
door hevi007

3 new communities have been added

Update: 17 mei om 13:22
door hevi007

- Updated for 1.3.1 game version
- The additional community narrative has been turned into an optional tale.
- Several new events and law sync events have been added

Update: 14 apr om 3:23
door hevi007

- Several small balance changes
- Both Transport Access law is rewritten completely
- Some effect issues about modded comunities are resolved