Frostpunk 2

Frostpunk 2

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New heating system is great
just started playing around with the new heating system and I love it, one of my bigger grips w/ the game was the heating, the new update has almost entirely fixed it!
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Showing 1-15 of 19 comments
I also think its a good change.
Ditto, the only thing I don't like, its the automation tech, it only allows the heat to go up to liveable, it should really be warm.
Originally posted by Commodus:
Ditto, the only thing I don't like, its the automation tech, it only allows the heat to go up to liveable, it should really be warm.
There is also a new type of heating hub that give +1 to district
Originally posted by Ellaedria:
Originally posted by Commodus:
Ditto, the only thing I don't like, its the automation tech, it only allows the heat to go up to liveable, it should really be warm.
There is also a new type of heating hub that give +1 to district

max with the automation setting is liveable regardless of anything.

needs to be changed:/
Last edited by Commodus; May 4 @ 3:52am
Originally posted by Commodus:
Originally posted by Ellaedria:
There is also a new type of heating hub that give +1 to district

max with the automation setting is liveable regardless of anything.

needs to be changed:/

yes, i said the same in my feedback form, you should be able to set the heat levels to all districts from the central city.
so instead of +1/-1 it should be "all to warm" "all to livable" "all to chilly" and so on.
Ahh gotcha!
The problem with all to warm is that adjacent warm districts also give +heat, so you could have a district at livable go to warm+2 and be wasting heat allocation because its next to 2 other districts.

You have to keep and eye out for chains where you have a bunch of livable and you allocate heat to one and get a whole bunch of warm districts for free. All to livable lets the player choose where to allocate the extra heat for a bonus.
Last edited by SteelHeart; May 4 @ 6:41am
Completely disagree on this one. I stopped playing because they removed a core function of the game which is balancing the heat mechanics with your city layout. The heatmap is good. The removal of core game mechanics is terrible business and company practices.
milo May 4 @ 11:32am 
don't like it, too much micromanagement adjusting every city district,
Originally posted by milo:
don't like it, too much micromanagement adjusting every city district,
It always had to be micromanaged, at least when the weather changed.
Simian May 4 @ 1:57pm 
I didn't mind micromanaging each district until I set up colonies. Then it became extremely annoying to frequently have to jump back and forth between all the different colonies.
If the auto-allocate were more than a liability (it does not do its job well and it prevents you from doing it yourself until you toggle it off), it might be easier, but it's such a pain I just stopped playing after my 2nd colony.
They should probably program the auto-allocate function to find the district with the highest base heat in adjacent districts, set that to warm so it shares heat, and then repeat with the next highest-heat district in the cluster until all districts are at least warm. That would make the auto-allocate upgrade extremely useful for trimming down the late-game slog and worthy of actually spending any time or Heatstamps to research. Otherwise, I'm going to skip it in literally every playthrough from now on.
Originally posted by walkerlevi:
Completely disagree on this one. I stopped playing because they removed a core function of the game which is balancing the heat mechanics with your city layout. The heatmap is good. The removal of core game mechanics is terrible business and company practices.

Plus there's a political aspect to it. That giving more heat to a district to please a faction while others chill out because they didn't offer more. Anything that give the political game play more meat is a good thing.
one thing that i have noticed is that partial heat bonuses do not stack. I have one housing district at -1 weather and +2 allocated heat and its warm. makes sense. But i have a housing district at -1 weather and +3/4 sheltered from wind +3/4 proximity and +1 proximity. a whole half of a heat unit higher and yet its only liveable. unless im missing something it should be warm?
Originally posted by zanyboy8k:
one thing that i have noticed is that partial heat bonuses do not stack. I have one housing district at -1 weather and +2 allocated heat and its warm. makes sense. But i have a housing district at -1 weather and +3/4 sheltered from wind +3/4 proximity and +1 proximity. a whole half of a heat unit higher and yet its only liveable. unless im missing something it should be warm?

you are missing something, half a degree does not increase your heat level only full degrees do.
diffrent bonuses do stack, so for instance if you had 1/2 from sheltered, 1/2 from proximity and 1 from heat hub, you'd gain 2 degrees, but any additional heat won't "coun't" until you once again have 1 full degree.
so in your example if you were to add 1/2 a degree from any source, such as extra proximity or a heat hub, you'd go from livable to warm.
that's the new challange when designing a city, you want all your bonuses to add up to round numbers, so there won't be any wasted heat.
so unlike the previous rule of 3, now you have a rule of 4.
Originally posted by gammon gaming:
Originally posted by zanyboy8k:
one thing that i have noticed is that partial heat bonuses do not stack. I have one housing district at -1 weather and +2 allocated heat and its warm. makes sense. But i have a housing district at -1 weather and +3/4 sheltered from wind +3/4 proximity and +1 proximity. a whole half of a heat unit higher and yet its only liveable. unless im missing something it should be warm?

you are missing something, half a degree does not increase your heat level only full degrees do.
diffrent bonuses do stack, so for instance if you had 1/2 from sheltered, 1/2 from proximity and 1 from heat hub, you'd gain 2 degrees, but any additional heat won't "coun't" until you once again have 1 full degree.
so in your example if you were to add 1/2 a degree from any source, such as extra proximity or a heat hub, you'd go from livable to warm.
that's the new challange when designing a city, you want all your bonuses to add up to round numbers, so there won't be any wasted heat.
so unlike the previous rule of 3, now you have a rule of 4.

ok but my totalt heat in the region stacks up to 2 1/2 and is only livable when i have 2 in another and its warm
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