Quelle belle surprise ! Le city builder apocalyptique Frostpunk 2 accueille aujourd’hui une grosse mise à jour qui, en plus de corrections diverses, nous gâte de contenu gratuit :
- Une nouvelle carte, The Pit, pour le mode utopie.
- Des défis narratifs optionnels pour enrichir l’expérience du mode utopie et améliorer la rejouabilité.
- Une refonte du système de chauffage permettant de régler la température par quartier. Une addition intéressante pour l’aspect stratégie…
- …seulement vos citoyens le savent. Et ils vont négocier ou montrer les crocs pour faire partie des privilégiés.
- De nouvelles branches pour l’arbre technologique (dont 9 recherches, 2 bâtiments et 1 loi supplémentaires).
- L’arrivée du mode Sérénité, pour les joueurs souhaitant profiter de Frostpunk 2 sous un format moins stressant (option indépendante de la difficulté)
- Une amélioration des visuels et du pathfinding.
- Des options de démarrage supplémentaires (démarrage avancé, placement du générateur…)
- L’étoffement des outils de modding
De quoi replonger quelques heures en hiver alors que l’été pointe le bout de son nez…
Vous ne connaissez pas Frostpunk 2 ? Je vous invite donc à lire mon test ! Et si le jeu vous intéresse, il se trouve sur steam à -35% (29,24€) jusqu’au 22 mai.
Changelog complet :
Full Patch notes:
Gameplay
- Updated gameplay feature – Heat management. Heat management has been reworked with a focus on locality.
– Districts now have local heat levels, replacing the global heat demand concept
– Each district now has several basic heat levels. Freezing, Very Cold, Cold, Chilly, Livable, Warm, each with local effects.
– Heat levels can be increased by distributing heat from the generator through Heat Allocation, with multiple levels of allocation available
– District proximity effects now apply to one city cell individually; previously, 3 cells were required for the effect to apply
– Each Housing District now have the exact number of people it can accommodate
– Every Community and Faction can now occupy an individual district
– New city overlay related to Heat Management
– Revamped Laws and Researches which previously affected Heat demand, now relate to Heat Levels
– New Researches are available in Research Institute to support reworked heating mechanics- New Utopia Builder set of settings – Tales from the frostland. New challenges that expand the Utopia Builder experience, adding depth to both difficulty and narrative.
– Beacon of Hope – Provide shelter and resources for all newcomers escaping their fallen city
– Apocalyptic Whiteout – Survive a catastrophic and long Whiteout
– Depleted Cores – Search the frostland to restore an unfinished IEC Core Factory
– Beating each challenge unlocks a buildable Monument- New Utopia Builder difficulty setting – Serenity mode. Relaxed mode with easier start, mild weather, abundant resources, shorter whiteouts and no faction wars.
- New Utopia Builder map – The Pit. Plan around a failed Generator construction site and try to create a thriving city
- The district area can now be readjusted after its construction, along with the Buildings placement
Balance
- The generator can now produce a limited amount of power. Additional power levels are unlocked via researches
- Adaptation cornerstone now nullifies the consequences of Chilly temperature
- Workers’ Shifts and Apex Workers now reduce sickliness produced by non-housing districts
- Waste Heat Conversion now makes extraction districts generate heat proximity and disease
- Heatpipe Watch children’s fallback allows activating additional Heatpipe Watch as an ability
- Rebalanced the early stages of Prologue, granting a smoother entry with an opening in the midpoint of the playthrough
- Expanded randomisation of frostland in Utopia Builder
- Frostbreaker cost is now counted per cell instead of per usage
- Housing district rebalance
- Removed 3rd tier upgrade
- Base Housing District now has an available Special Building slot
Interface
- District panels have been refreshed to follow gameplay changes
- Generator panel redesign
- Chapter selection settings menu redesign
- Updated the city needs top widget to reflect heat management changes, and put more emphasis on temperature
- New tutorial modals explaining District Temperature, District Abilities and Community Actions
- Clicking on the empty Building slot on the District Panel now brings up the Building construction panel
- Districts now have their unique names
- Deaths, injuries and absentees notifications are displayed over the affected districts
- Moved economy overlays from bottom right to top left
- Improved visibility of Hostile relations with Factions and Communities
Art
- Improved overall district visuals. Toggleable in settings, so Steward can choose between planned and organic urban layout
- Steward can now select where the Building slot will be placed within the constructed district
- Refreshed some of the Buildings visuals
- Improved visibility of Buildings in the district
- A lot of new artwork for narrative events
- New artwork for district panels to reflect the current heating level in the district
- Updated and expanded artwork for story mode faction/community frontmen
- Improved city life visuals
- Improved roads pathfinding logic
- New visual effect for cells selected for District construction
Other
- Upgraded game engine to Unreal Engine 5.4.3
- Optimized loading and saving times
- Game performance optimizations
- New achievements:
– Guiding Light
– Apocalypse Nah
– Raiders of the Lost Cores
– Born Ready
– No One Left Behind
– Seen Worse
– Gotta Go FastMods
- Play in Editor is now available in Frostkit
- Mod Menu visual overhaul
- Added a search bar
- Added Cook Mod button inside the Frostkit
- Significant optimizations to Frostkit loading times
- Added multiple tutorials and sample mods to lower the entry threshold for modding community beginners
Beta feedback fixes and improvements
- Fixed the empty input issue
- Proximity effects coming from previously expanded or rebuilt districts will no longer be displayed on city cells during the next district rebuild
- UI polish and improvements
- Replaced missing artwork for Cold Houses narrative event
- Randomization for finding Core Parts is now seeded
- You can now evade fatalities/injuries when exploring the Core Factory Parts Site by constructing buildings that reduce the Territory Threat Level
- Beacon of Hope upgrade now costs 300 Heatstamps and 250 Prefabs
- Utopia Builder Tales can now be randomized along with other settings
- Fixed no notification sounds for events in districts
- Fixed Serenity mode not using proper fervor setup, so Faction Wars could occur under certain circumstances
- Fixed game freeze caused by faulty modifier in Adaptation Generator
- Fixed crashes which could occur upon establishing the Progress cornerstone
- Fixed a rare Zoom Stories crash
- Fixed a rare crash related to Policies, which could occur on loading a save
- Fixed some other singular crashes
- Some other minor fixes and improvements