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Frostpunk 2 Patch 1.1.0 Release Notes and Updates

Frostpunk 2 Patch 1.1.0 Release Notes and Updates

The latest Patch 1.1.0 for Frostpunk 2 has introduced a range of exciting new features for players to explore. These enhancements include the addition of edge scrolling, the ability to cancel constructions and frostbreaking, as well as numerous optimizations. Such updates promise to simplify city management and expansion, especially significant as gameplay can become quite tumultuous in the later phases.

Check out the detailed patch notes for Frostpunk 2 Update 1.1.0 provided by the developers below.

Frostpunk 2 Update 1.1.0 Patch Notes

Balance Changes

  • Improvements have been made to rectify discrepancies between Progress and Adaptation:
  • The Oil to Heat ratio has been slightly reduced for the Tier 3 Adaptation generator upgrade, ensuring that Intake Optimization consistently prioritizes the selected fuel.
  • The Oil to Heat ratio has been increased for Progress Generator tiers 2 and 3.
  • Decreased steam extraction outputs as follows:
  • Steam extraction from the district reduced from 100 to 80.
  • Expanded district steam extraction cut from 125 to 100.
  • Steam extraction from the Geothermal Plant dropped from 120 to 90.
  • Unfiltered Geothermal Plant extraction lowered from 150 to 110.
  • Deep Geothermal Plant output reduced from 200 to 170.
  • The Adaptation cornerstone no longer lessens the Heat demand of Steam HUBs.
  • Enacting a Cornerstone now grants 2 fervour to the faction opposing the affinity.
  • Increased quantities in Deep Deposits.
  • Mass Produced Goods will now also influence the Main District.
  • Apex Workers are now applicable to buildings as well.
  • The temperature drop during the Prologue on Citizen difficulty now occurs later.
  • The stockpile limit in Colonies has been standardized to 30,000 for both Scenario and Utopia Builder.
  • Fractured Gorge’s Main District area has been modified to allow proximity bonuses for three districts.
  • Fixed the issue of an everlasting negative Trust modifier after utilizing “Rush Research”.
  • Rectified the “Boost Research”ability of the Pharmaceutical Testing Lab Building.
  • Modifiers that reduce Workforce needs in districts and buildings no longer affect the Workforce produced by the Automated Workforce Factory.

Gameplay Enhancements

  • Frostbreaking is now possible on up to 8 cells simultaneously.
  • Community Actions will occur more frequently during Council negotiations.
  • New Consequence Arcs will trigger for the Steward under the following conditions:
  • Letting the generator remain off for an extended period despite available fuels.
  • Advocating for a Faction only to subsequently Raise Funds.
  • Repeated failures in promise quests for a hostile Faction.
  • Condemning and promoting the same faction in quick succession.
  • Excessive failures in votes after granting an agenda to the same Faction.
  • Suppressing a protest following a negotiation with a Faction where promises were made.
  • Resolved a potential softlock if players utilized all Steam Cores before Chapter 4.
  • Having quests to both enact and repeal a policy simultaneously is no longer permitted.
  • Multiple promise quests related to the same law (research, pass, repeal) cannot occur at the same time.
  • It is now impossible to promise passage of a policy already in the upcoming Council vote agenda.
  • Promise options for fuels will not appear if current Generator upgrades make them unusable.
  • Built Enclaves and Watchtowers cannot be deconstructed or deactivated after relocating factions.
  • Enclave construction in colonies has been restricted under specific conditions within Utopia Builder.
  • Prologue onboarding has been improved by splitting quests.
  • Altered the timing for the ‘Survive the Whiteout’ quest.
  • Story Arcs and other events are now properly accessible post-Civil War conclusion in Utopia Builder.
  • Detainees can no longer share their feelings regarding the City’s condition.
  • Detainees are returned to society post sentence completion.
  • Negotiation processes and Grant Agenda propositions will prioritize city needs aligned with community/faction affinity.
  • Consequence messages will not be displayed during Whiteout events.
  • Factions will grant proper bonuses to the city when the Steward upholds positive relations with them.
  • Food sites in Frostland are properly disabled during Whiteout events.
  • Additional fixes and improvements to Peace Accords.
  • The Enforce Peace ability can no longer be triggered with Prisons disabled.
  • The Asbestos Lining notification has been corrected to reflect accurate Prefabs cost information.
  • The Deploy Seers ability message has been updated to accurately detail production efficiency decreases.
  • The Triumphant Return message now correctly indicates population changes.
  • The Night of Broken message includes details on which faction was attacked.
  • The Oil Tombs message will not appear twice upon re-attempting extraction after selecting “No, let the dead rest”without exiting district building mode.
  • The Partial Measures message will not display once the Birthing Programme is enacted.
  • Ending a protest will no longer be negotiable if one is already in decline due to Quell or Counterprotest.
  • Cornerstone messages should not occur for opposite factions.
  • Messages foreshadowing protest after Whiteout will no longer appear post-event.
  • The Infrastructure Deterioration message will not emerge during Faction War.
  • Factions won’t drop from Devoted to Hostile under specific circumstances.
  • Transporting individuals to a colony is now correctly blocked if another transport is currently active for a different colony.
  • Requested Protests will be canceled if the requesting Faction is absent in the city.
  • Automatic workforce allocation logic has been improved.
  • A Trust exploit has been fixed.
  • Round Up ability consequences have been adjusted to display promptly.
  • Changes have been made to prevent the Adaptation Generator upgrade 3 from adversely affecting Intake Optimization.
  • Resources from the Fort Century outpost will now properly be provided following its upgrade to Settlement.
  • Adjusted to ensure some outposts upgrade to settlements without delay.
  • A softblock scenario in Faction War due to repealing and reenacting extreme laws has been resolved.
  • Corrected Round Up’s functionality to prevent multiple activations during a paused game, which could stack effects.
  • Peace Accords not registering as passed in Utopia Builder have been rectified.
  • The ‘Relink the Chain’ ability has been made non-permanent and non-stackable in certain circumstances.
  • The ‘Colonise the Frostland’ statistic objective will update correctly, even when statistics decrease.
  • Resolved issues causing some broken promises to loop.
  • Abilities requiring Guards won’t remain active if insufficient Guards are available to use them.

User Interface Updates

  • Players can now cancel construction projects at will.
  • Ongoing research is prominently displayed and highlighted within the Idea Tree interface.
  • Expanded camera range for the Cartography view.
  • Players can disable AutoSave in the settings menu.
  • Customize AutoSave intervals to 50/75/100/150 weeks from the settings.
  • Edge scrolling is now accessible via settings options.
  • Cursor lock functionality is available for user adjustment.
  • Settings for camera responsiveness have been introduced.
  • Camera default settings have been fine-tuned for improved responsiveness, adjustable in the General settings tab.
  • The refund for demolished structures is now clearly indicated in the Demolish tooltip.
  • A confirmation prompt appears when opting to abandon a colony.
  • Improved clarity in construction panel icons.
  • The Buildings overlay has been relocated to button 9 (default).
  • Buildings overlay visuals have been enhanced.
  • Provided information on initiating district construction from deposits if needed.
  • Critical faction fervour readability has been improved.
  • District outline colors vary per district type for better identification.
  • Unviable options in Frostland site panels will no longer appear greyed out.
  • The “Connect Skyways”button is added when Skyways are researched.
  • Policy buttons’ input areas have been enhanced for better usability.
  • Cartography view guidance for colonies has been refined to avoid confusion with multiple colonies located in the same direction.
  • The economy overlay will not stay visible throughout entire cutscenes if enabled beforehand.
  • Delegate facts have been revised for less redundancy.
  • Transporting people to a colony is no longer restricted during active transport.
  • Moving the cursor to screen edges will no longer trigger macOS system menus during gameplay.
  • The resource transfer button now correctly updates when using the +1/-1 options.
  • Some modifiers are properly displayed in various game localizations.
  • The golden highlight on already researched nodes is now consistently visible.
  • Construction tooltips now accurately reflect their state upon canceling selected cells.
  • Area expander trackers will not show during cutscenes anymore.
  • Different buildings can now be previewed for construction by selecting new options in the construction panel without needing to re-enter.
  • Community panel abilities will now faint when conditions for their use are unmet.
  • Some modifiers will no longer remain blank in tooltips.
  • The random option will generate a map for Utopia Builder more reliably.
  • The random option will always include ‘Build a prosperous future’ ambition.
  • The ‘Meet Demand’ button now sends the correct amount of resources on the resource transfer panel.
  • Tags will no longer be visible on the Council description for independent communities before the second faction is established in the city.
  • A potential softlock scenario when leaving HoD during Voting with keybindings has been addressed.

Artistic Improvements

  • Nomadic characters will be more distinguishable in the Prologue.
  • Frostbreaking actions in the Prologue are no longer executed by machines.
  • Art assets for the Advanced Shaft Coal Mine have received enhancements.
  • Windshields generation has been optimized.
  • All Logistics district arms now properly align with terrain.
  • Food District pipes will correctly connect to the ground.
  • Building platform sizes have been reduced for better fit.
  • 3D models for sites and outposts in Frostland view are refined.
  • Visual elements during Rally in districts have been improved.
  • Generators at level 2 have enhanced visual elements.
  • General improvements made to Zoom Stories and City Life visuals.
  • Shadow quality in the Winterhome area has been upgraded.
  • Visual effects for Dreadnought Colony have been corrected.
  • Some artworks have been realigned with the messages conveyed.
  • Fixed issues with toxic fumes remaining visually after resolution.
  • Corrected buildings within the Logistics district not displaying appropriately on the district arms after growth.
  • Resolved issues with levitating buildings in the High-rise Housing district.
  • Adjusted some Cartography view pins for colonies.
  • Fixed instances of districts overlapping with resource deposits.
  • Improvements made to HUBs Zoom Stories.
  • Various other fixes and optimizations have been implemented.

Audio Updates

  • Introduced an audio notification for completed explorations.
  • Added audio alerts for the conclusion of HoD recess periods.
  • The player’s title will change from Steward to Captain upon promotion.
  • New voiceovers have been added.
  • Transitioned the Scrappers voiceovers to new recordings.
  • Voiceover languages can now be set independently from the written language settings.

Miscellaneous

  • Significant game-wide optimizations aimed at enhancing overall performance.
  • DirectX library updates have been implemented.
  • A crash related to the macOS audio stack overflow has been resolved.
  • Users will receive notifications if adjusted graphics settings exceed recommended limits.
  • Fixed a crash that occurred while validating District components.
  • Resolved crashes associated with visuals batching.
  • Fixed crashes linked to district construction activities.
  • Addressed crashes stemming from community trust modifiers.
  • Numerous minor optimizations were made.
  • Fixes related to achievements have been implemented.
  • Localization issues have been addressed.
  • Analytics-related fixes have been made.
  • Twitch integration issues have been resolved.
  • Mod integration problems have been corrected.

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