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Days are probably abstracted much the same way as sols are in Surviving Mars. A human lifespan is about 100 sols, wheat can be harvested like once every six sols.
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# ¿ Apr 6, 2018 12:22 |
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# ¿ May 21, 2024 01:40 |
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One thing I find that I'm missing is to be able to set the game speed independent of the difficulty like in They Are Billions. Would be nice to be able to stretch the time before the storm hits out a bit, or shorten it to make the game even more frantic.
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# ¿ May 3, 2018 14:39 |
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I went back to A New Home on easy, just to see how absurdly over-prepared I could be. Made getting steam cores from tesla city and early automatons and advanced coal mines a priority. A day before the storm hit I had depleted two of the three mine spots, and fired up a few charcoal kilns manned by robots. When the scenario concluded I had 13000 food stored, and enough coal stored to run my heating at full tilt for 35 days. And even then my coal production was higher than my consumption, and would be till the third mine that had around 5000 coal remaining ran dry.
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# ¿ May 6, 2018 13:39 |
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Don't you need to have explored Winterhome to get to the American expedition though? Getting a few extra steam cores is great for automating as much as possible of your city during the storm.
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# ¿ May 6, 2018 15:15 |
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The funny thing is that simply banishing people to die of frostbite as you have to do if you have guards but not a prison is seen as completely fair and reasonable. And in a way I get it. If you put some rear end in a top hat that endangered the very survival of your little colony in prison you still have to feed him. If you banish him, that problem is gone.
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# ¿ May 8, 2018 12:26 |
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There's also cooks stealing food. And if you have guards and nothing else in the order tree, and then send the a guard to simply remove londoner graffiti, he at one point get severely beaten. Pretty sure I'd count assaulting a poor dude just removing graffiti as a crime.
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# ¿ May 8, 2018 12:34 |
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I disagree that the devs present guards as bad in and of itself. Last game I dipped into Order, Guard Towers, Watch Towers and Morning Gatherings. Nothing else. I got the good ending saying I hadn't crossed the line, and the guards were presented in a wholly positive light. Catching a child as he fell after climbing on the generator, the text box saying that yeah, he would've died or been crippled if not for the guards. Another pop up had a grateful child bring hot soup to a guard tower. I think the game is doing a fairly good job of saying that the guards are your primary tools if you go full fash. It's how you use them, not the presence of law enforcement to begin with. For example, there's an event where one of the londoners is standing on a box shouting fear mongering. You can send guards to shut him up, but you're not forced to, the other choice saying that he has his rights to express his opinion and fears. Pretty sure there also was a similar event involving a protest that you could either forcibly break up, or peacefully monitor so that nobody gets hurt. Faith keepers on the other hand seem a lot more shady.
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# ¿ May 8, 2018 13:45 |
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Tormented posted:I think the game fails only that the fascist policies should be much more enticing forcing you to make a harder choice.
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# ¿ May 8, 2018 16:19 |
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Bogart posted:Faith keepers are the same thing as the guardsmen, they just wear robes instead. I definitely had a priest beat up for just going around talking to people, but it wasn't until cooks stole some food that I implemented them. I used whipping once to see what it'd do, but the Londoners were withering under the holy weight of my temple anyway, so... You get more people to realize that trekking back home through the frozen hellscape is a bad idea through food than whips, I guess. Enforcing religion by force of arms feels a whole lot more shady than a police force to me though. It's made worse by the fact that there's more positive stuff in the faith tree to begin with.
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# ¿ May 8, 2018 17:02 |
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Someone else said it earlier, but it's probably accounting for windchill.
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# ¿ May 9, 2018 11:28 |
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Mister Bates posted:
Since the automatons have their own power plant of some kind, that looks almost like a mini generator, you could justify them working to be thanks to routing heat through their limbs and/or heating the oil to point where it doesn't freeze.
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# ¿ May 9, 2018 23:54 |
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Might be less hunting, and more scavenging for animals that froze to death.
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# ¿ Apr 18, 2019 19:47 |
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Coolguye posted:I mean I’ll take the opposite tack: why even announce it if you don’t have anything to say? They can go to investors and say, Hey X many people are already excited for this game! Give us some more cash please.
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# ¿ Aug 15, 2021 05:56 |
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Cassian of Imola posted:Other notes: no obvious bugs or serious performance issues. loving gorgeous, too, of course. My citizens are starving picturesquely. Beautiful soundtrack again. 100% content with my preorder One thing of note is that laws can be repealed (and factions do occasionally push to repeal laws they don't agree with), but research options seem to be permanent once you've reached one of the mutually exclusive flavours of coal mine or w/e
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# ¿ Apr 16, 2024 03:11 |
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Imagine a demo of Frostpunk 1 being 100 days of the default Endless scenario. It'd be neat, but shallow, and with little to no story or flavour. I'm convinced that the real meat of Frostpunk 2 is going to be in the story mode. Just like the first game.
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# ¿ Apr 19, 2024 14:24 |
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# ¿ May 21, 2024 01:40 |
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QuarkJets posted:Frostpunk was a strong story-focused experience, their development time after release was spent releasing 5 additional story modes plus 1 endless mode, so if they released a sequel that focuses on just an endless mode with no story that would be a strange and unexpected result imo I suppose it's technically possible that they decide to abandon the strong story focus that was the core of the first game, but that seems extremely stupid and unlikely.
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# ¿ Apr 20, 2024 22:36 |