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1. Yeah, I've got to agree with that. They have such a short lifespan early on that you NEED to rush to the gene-stability upgrades above all else. In addition, the RNG is... against you in some games, meaning you need those stabilizers far sooner than you want if you want a steady supply of gene-stock.
2. The current setup makes Frostpunk's larger maps look great from a materials location standpoint. Maybe have a concrete, coal, and iron large deposit be close enough to fuel your initial base?
3. I've got to agree, and have the sonar UI show the range of all towers. Also, lights are not effective right now. They allow construction of an area too small at this time.
4. I haven't seen this but I've seen some bugs like the mess hall not working.
5. That would be neat.
I agree, being sad someone dies should wear off after a few days.
like. I happened to have noticed it being permanent rather "early" on so i stopped making new clones. But I got the impression we were...more or less the mad scientists who WANTED to go through with this project. And waiting on the reasearch to tick up another 600-1000 or whatever it will take me to eliminate ALL the mutations from the generalists while doing NO base expansion whatsoever doesn't seem like very fun gameplay.
edit 3: ...how DO i get zero-mutation chance anyways? after unlocking the third tier of research i see no way to further reduce my mutation chance. DO i need some sort of deep sea gathering? this is...a rather aggravating mechanich in what otherwise seems like it would be a gr
edit: oh I see, literally the patch came out a little bit after I started playing, so i was still playing on the version where it wasn't.
Problem solved, woohoo!
Crew Relations:
Crew Relations Recent Death Affecter is now removed properly.
What if there was a way to make a sonar sub or put sonar on the exploration sub? as an alternative to the tower and maybe it can only scan once every 30 seconds to make it mobile but less powerful?
also, does sonar draw the beast?
You need to find better habitats. With better fish you find better genes. I have clones that live for ever.
and this mechanic is DEFINITELY more tolerable with the patch, now that death penalties don't stick around forever (so you can actually make clones if you want even without rng giving you a good fish source very early on in your exploration.)
Although I think the morale will be off for a while, these usually are the last to balance when everything is already in place so I'm not looking much into that.
2. +1
Don't know if anything was changed. I found aluminium on day 5 or 6 last game but I expanded early on, copper seems harder though.
3. +1
This is linked to the previous point, but a wider range would help even if deposits stay the same.
4. Early access, expect bugs.
5. +1 For me there's no reason for Elevator Shafts to be in game and not have basic functionality already like allowing building an access path above buildings/stockpiles. Later on adding layers on same buildings would be nice.
Power lines recover 100% on dismantle. Sonar Towers could be the same. (Btw there's a UI bug on them, it says they don't require power but they require 2)