Frostpunk

Frostpunk

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Temporary Hazards in endless mode suck balls
Playing endless mode on easy and those temporary hazards really suck. They are ridiculously debilitating.
Does anyone enjoy them?
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Showing 1-8 of 8 comments
I prefer playing with them. They make the mid-game more interesting by forcing you to diversify your supply chains instead of riding a single tech tree to victory, but they quickly become a non-factor once you've got everything off the ground.
Bobywan Feb 20 @ 10:36pm 
Not really.
You have to enable them if you play with settlements from the on the edge dlc though.
If you get a very hard one you can reload an earlier save to get another.
After like 40 days, endless become really easy without the hazards so it may be worth having them not to get bored.
Originally posted by Bobywan:
Not really.
You have to enable them if you play with settlements from the on the edge dlc though.
If you get a very hard one you can reload an earlier save to get another.
After like 40 days, endless become really easy without the hazards so it may be worth having them not to get bored.
Thanks for that info. I got the coal gathering disruptions... quickly followed by the steam core deficiency one. So my town was struggling. I think after creating automatons it got easier as well.
Bobywan Feb 21 @ 8:14am 
List of all possible hazards here
https://frostpunk.fandom.com/wiki/Temporary_Hazard
The core one also affect automatons' efficiency.
Beltneck Feb 22 @ 12:22pm 
Most just stress test your city to see if you have extra capacity for hard times. Like when coal production gets cut down to 10%, you better either have at least a week of coal stored, or you have a lot of spare workers and material for more thumpers/gathering.

I usually stock up 2-3 weeks of food first thing, so I can have hunters/hothouse people do other things when I need extra workforce somewhere. I figure food is less critical than coal, since people can go a few days without food, or eat raw food, and it doesn't take up nearly as much storage space. Where if coal ever gets to 0 and its -120 out, thats basically game over.

I think its better to be able to increase production rather than rely on just storage too. Because even though the hazard only lasts for 5 days, they could have effects that stress the same systems multiple weeks in a row. Like one week you're consuming double the coal, next week you're producing 90% less coal, next week all the automatons who maintain coal are 90% down, next week you get a repeat of those earlier problems, and so on. Takes more space to hold a month of coal than it does to just make a thumper district with 10 times the production you normally need.

Or when heat zone's shrink 20%. Need to just take the day-to-day efficiency hit and make sure your zones overlap by 20%, or be ready for closures.
Last edited by Beltneck; Feb 22 @ 1:02pm
I personally find them frustrating when playing on higher difficulties, where you´re struggling to survive even without them. Extreme Endurance with Hazards? Yeah no I don´t have the skills for that.

But they can be entertaining on easy and normal difficulties, maybe including hard to extreme serenity.
Beltneck Feb 23 @ 12:36pm 
Originally posted by alexander.julian.erhard:
I personally find them frustrating when playing on higher difficulties, where you´re struggling to survive even without them. Extreme Endurance with Hazards? Yeah no I don´t have the skills for that.

But they can be entertaining on easy and normal difficulties, maybe including hard to extreme serenity.

Child labor and moonshine solve all problems.
vram1974 Feb 25 @ 6:50pm 
They're ok but I had it turned on with the Endless mode that has the bridges and my coal thumper went down to something like 10% for 3 days and that was it... no way you can survive with almost no coal for 3 days since you're locked on those "islands"
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