Frostpunk 2 - It needed more time in the oven. story is bugged beyond belief.

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Get the rope Macaulay!

weird sperg
kiwifarms.net
Joined
Apr 26, 2023
Pretty fucking pissed, there's a bug that happens about a few hours in that makes it impossible to progress the story. Its happened to so many people i've checked with online. its actually sort of insane. its a literal game breaking bug. i'm honestly amazed this shit happened. This game really is a buggy fucking mess. the info boxes are way too big and end up being cut off of my screen a lot of the times and there's no button to cancel actions such as building or destroying. i've fat fingered a lot of things in the game too. the tile system is bullshit and relying so much on outposts is bad game design especially when you look at the costs for everything. It sort of reminds me of why i do sort of hate 11 bit's games or just a lot of indie studios in general, its more about the mystery of figuring out the mechanics than a good replayable game. Just like in frostpunk 1 there's an obvious optimal strategy and you're fucked if you deviate off the path. This is so different from say FTL or FTL:Multiverse where there are numerous ways to accomplish any objective. Honestly it might have also been the bug but i maxed out support with everyone early on and just like in FP1, the tech tree and outposts end up being there to occupy your time in the mid-late game. The political angle isn't that good, its very easy to persuade any faction especially when it comes to promises to build buildings, you can build and tear down multiple times with only the small loss in material which is never less than the amount of material you'll get from a faction. I enjoy the game but this is also why i didn't pay for it. much like a visual novel, its a very one and done experience and once you figure everything out it feels more like a chore to redo. the FP1 slog of mid-late game where you're constantly hitting the limit on resources is done to the extreme here. the hardest part of the weird lack of accurate sliders when moving population to outposts and other odd choices. In general i'd say wait until the DLC. The fact that i couldn't find a single person doing a LP that managed to finish chapter 2 means it probably is a bigger problem than people realize.
 
Son, does your enter key work at all? How do I read any of this when it's formatted like a one big run-on sentence?

That said, I was looking forward to the game. Is it good enough to try out when they fix the bugs? I got the original for like 2$ when they had that sale and I am looking forward to trying it out.
 
I just finished the game half an hour ago. The performance gets really bad around chapter 3 and 4.
The first half of the story mode was much more engaging than the 2nd half. The game goes from exploring the wastelands in search for oil as coal runs out and a whiteout approaches, to just needing to find 40 cores to upgrade the generator and surviving a civil war from the basic ass factions. As your city grows performance really goes down. The only resource I had a problem with by the end was food, as I grew my population way over what the 2 infinite food deposits could support and exhausted all the food outposts. However, there's a building that you can research which significantly decreases the hunger issue and gives you the ability to injure citizens in exchange for 5k food, when not even using that ability I was having no hunger issues despite being at -750 food daily so my unrestricted growth of the city had no consequences. Additionally passing laws and researching shit becomes mostly meaningless as you obtain an abundance in resources.

In the end game if you chose to grow your population as much as possible you will have an abundance of materials, goods and oil (keep in mind I was playing on citizen difficulty so on the higher ones it probably would have actually been more difficult, not needing to set up most outposts to survive. The factions were disappointing, as was already stated in the OP getting their support is super easy, you can get their vote by building a certain building, promising to pass another law, or researching something, no depth at all to them. After getting oil and surviving the whiteout you need to find the remnants of Winterhome to salvage their cores and upgrade your generator even more, I chose to salvage it instead of setting up a new colony so that part of the game was just me pouring bodies and resources into it to rush extracting the cores before it got too toxic. By the final chapter I had gone all in supporting the Faithkeepers and denouncing the Evolvers, leading to the finale being meh as the civil war was just me arresting 2k people and exiling them.

In summary the game was okay, nothing amazing but I enjoyed it and still have the Utopia Builder mode to try out. However, I don't expect it to have a shit ton of replayability and will probably do a couple more playthroughs and be done until the next DLC.
 
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just needing to find 40 cores to upgrade the generator and surviving a civil war from the basic ass factions. As your city grows performance really goes down. The only resource I had a problem with by the end was food, as I grew my population way over what the 2 infinite food deposits could support and exhausted all the food outposts. However, there's a building that you can research which significantly decreases the hunger issue and gives you the ability to injure citizens in exchange for 5k food, when not even using that ability I was having no hunger issues despite being at -750 food daily so my unrestricted growth of the city had no consequences.
Seriously fuck that "find 40 cores" shit. It basically means using every core if you don't find the outpost producing them, which really limits your play options. Also the outposts in general were shit. Not that they weren't in the 1st game but it really was hilarious busy work. I think my biggest gripe is also that whole "break the ice" bullshit. Numerous times I fucked myself by not breaking the ice in a specific way and there's no difference in game time between breaking one hexagon or 8

Just in general it felt like a lot of busy work even at the beginning.

The cores are fuckin bullshit too. They're hilariously lacking and bottleneck you the entire way, the biggest part for me is how easy you can go "over the limit* because of how many people you get control of. Any proper playing and I'd have thousands of people just sitting around. Especially because with the combo of finite resources and shitload of growth you literally have no place to put most of them.
 
Ah, 11 bit studios, how could you fuck it up like this. First they make "This War of Mine," a sorta realistic scavange sim about displaced people caught in a war zone. Multiple times it was given away for free or sold at discount with the proceeds going to war charities for conflicts in Syria and Ukraine.

Then they make Frostpunk. The single most popular city builder since Banished and showed that the genre was still popular. The cold Victorian survivalist aesthetic coupled with the simple click in place building with the generator being a central focal point. It was unique, all these layers of building the city, implementing harsh laws inorder to survive the cold. It just worked.

And here with 2 it all falls apart. The increase in scope from a few hundred civs doing morning prayers around the generator is gone to having a larger area of Frostland where they all zoom around districts. I can't zoom in really close any more and see individual people. I also don't like the hex system and frostbreaking. I think they wanted to recreate the snap building like aspect from 1 but it just doesn't work with districts. It feels more like a 4X building type game with hex tiles instead of a city builder where you place individual buildings. I haven't gotten so far in the story for factions and turmoil to matter but I'm sure there are already exploits you can do such as building things and tearing it down.

Can't say I recommend this one.
 
I was just looking for this thread yesterday. They screwed the pooch pretty bad with this one. It pretty much plays like Cities Skylines, down to the absolutely abysmal performance once the city grows past a certain point.
Also, the Frostpunk theme has been significantly diluted. Now you're fighting against retards rather than nature itself, and the "How willing are you going to go to ensure survival/The last embers of humanity" rings kind of meaningless when the game tells you "By the way, 423 people died because of crime" (Even though it was at level 1). Get it on discount, if that
 
Wasn't gonna buy this one anytime soon, but good to know. The first game was fine but never my favorite but a fine one-and-done as some have said, maybe I'll get a cheap steam key for the second on G2A eventually.

Always a shame when a studio has a solid formula that people like and completely spoil everything by trying to totally reinvent it.
 
Frostpunk 2 is in many ways, similar to Darkest Dungeon 2, in that the creators want to expand the franchise but in doing so, forgot how a sequel works: take the best parts of the first one and improve on it in the next game. They ditched the atmospheric city-building-survival aspect in favor of political-decision making that betrays what Frostpunk stands for.

I've noticed this trend of gaming sequels where they decide that the best way to push a franchise is to create something new that does not even look like the original (such as Darkest Dungeon's roguelite-dungeon crawling to Darkest Dungeon 2's "Slay-the-Spire"-esque gameplay approach). Same with Payday (4-man co-op with offline functionality with a sandbox-esque map to Payday 3's always online service with a "stand-in-a-circle-to-start-a-heist" gameplay loop), Girls Frontline (Advance Wars-esque gameplay with shitty visual novel presentation with GF2 Exilium's watered-down, less fluid XCOM2 gameplay with even shittier story presentation) and possibly Killing Floor 3, if Tripwire Interactive's current direction is of any indication.
 
feels more like a 4X building type game with hex tiles instead of a city builder where you place individual buildings
But wait! It's not just districts, you have multiple "one tile only" buildings as well as spots in your districts for special housing as well. Like how districts that may start with 6 squares expanding into 12 or more because you need to expand out in order to place a research building or watch tower or prison or other tech

Another fun one is how research also links to laws leading to the hilarious outcome of spending multiple weeks researching a tech only for your people not to support it in the end. "Tough shit kid" although that never happened until I hit the "radical ideas"

I haven't gotten so far in the story for factions and turmoil to matter but I'm sure there are already exploits you can do such as building things and tearing it down.
The problem is there's not much variety in what factions can do either. They either want laws passed, want research done, or want buildings made. Beyond that with how many factions there are you're guaranteed to have one that will side with you and if you're feeling dangerous can be given the wonderful idea of asking you to pass a law or research a tech you already would.

Because of how you can ask each faction for money too and how much you can get, it's almost a joke to do anything "construct buildung" related

Oh and my new favorite thing to hate about the game. The time limits always go "1 week" if you pause and usually only show the real time limit if you're pressing play.

Also not a fan of the guaranteed death with emergency shifts as well as how little it affects the day to day. I had full 0"% approval rating literally everyone on emergency shifts and was going to be kicked out in a year if I didn't shape up. And all I did was focus on rising my image with a few strategically placed buildings and exploiting the reputation boost when you research a tech in some factions name to go from despised to respected in 8 months. The deaths, while numerous, never were a problem because of how many people I have. The only time I was screwed was when I forgot to turn on the generator at the outpost from the prologue. Them literally throwing people your way is insane, as long as you don't do something like ban women from working and force them into being baby factories you will be ok.

The lack of specific numbers on everything is super fucking annoying too. Like reputation. It's obvious that you can go lower than 0 or higher than 100% and while it was like that in the last game, it wasn't as exploitable.

The factions giving you bonuses out the ass for tech research and throwing money your way every year and also getting a boost to rep if you promise anything means very rarely are you "proper fucked" as long as you spin the plates fast enough. Having a 10-20 week wait between laws which is where the factions are guaranteed to fuck you means nothing when you're measuring everything else in less than a week increments.

Of course I did play on easy but I also wasted all of my early game on fucking up my construction and snow clearing.

There's very little consequences because of how long it takes the laws to come after you. Another complaint is how "undecided" almost always means 50% will agree with me.

Even if I'm despised, or beloved the "undecided" doesn't take that into account. I usually would just "let it ride" because of how often a group of 70 undecided would end up passing whatever law is placed in front of them.
rings kind of meaningless when the game tells you "By the way, 423 people died because of crime"
Exactly, numerous things lead to death too. Anything emergency shift related. Anything about "minimal" in squalor, hunger, crime, sickness, etc

But it's never enough to hinder you because you're getting tens of thousands of assholes coming to the city every year. Remember how even one person sick fucked you in frost punk?

How you basically had to speedrun a hospital because the sick never got better without one? Well I never bothered with a hospital and as long as people have a home and food they'll get better bizarrely quickly. In general most of the "problem" like crime or sickness would vanish overnight if you pass the right laws or pick the right buildings. One prison was all it took for crime to be non-existent in my entire city. And apparently human experimentation or alcoholism isn't a big enough problem to hinder you outside of a flavor text.

I never understood why people hated "macro builders" in this genre. I assumed it would be the logical next step in city building. The same way the president cares more about their cabinet than the employees inside it. But now I understand why. This shit can't be programmed well worth a fuck.

There's so little they can really do and their wants/needs are so low in number it really is pathetically easy to push them around. While frost punk 1 was a game where a single person deciding not to go into work sent you into a panic attack. Now 100 people dying every week doesn't even lead to you batting an eye. And why should it? 99% of the time materials are so sparse that you only can build a handful of buildings leading to most of the people standing around unemployed. The way the tech tree works is that 10% of workers might be needed for the district with 90% needed for whatever building upgrades the game expects you to slap on down in your buildings. Of course they didnt properly calibrate that either. The steam core requirements mean you aren't going to be putting down multiple 600 worker buildings on your district, and the lack of tech levels means there's not a single fucking reason to bother building the early level "upgrade buildings" when you get more efficient ones immediately if you just finish up that part of the tech tree. It's not like FP1 where you have to research 6 different things to get the top tier building. Outside of laws everything you research is two levels deep. Meaning it's not difficult at all to research all the shit you want/need without focusing too much on research.

Remember in FP1 where even if you put every fucking engineer on research it still felt too slow? Well in this game it's the opposite. I was hitting the one week "minimum" for every tech with just two research buildings. And with just 4 of the things you're researching endgame techs in less than 2 weeks, which combined with every tech unlocked giving you points with a faction you're practically pounding on the council door to get your laws passed because of how slow waiting every 10 weeks feels like. You can pretty much research rape most factions into falling in love with you, and that's even if you treat them like shit, demanding money every chance you get and actively refusing to follow through on promises. It takes very little for them to like you either, Im a retard who only discovered promises or hyping up a faction right before I quit. And still despite treating every faction like a paypig they still showered me with respect

Oh and did I mention tech buildings also have an emergency shift option? You can practically finish the entire tech tree before upgrading your generator in act 2 if you really try.

Another big relief in this game is doing away with worker classes too. No more kids/engineers/workers like in the previous game. Where just losing one engineer before a month in might as well cause you to restart. Even on normal mode. Now even the automations are just shoved into the generic "worker" category.

Heat stamps are annoying and actively limit you so much they turn around and become a godsend. Because you can't alter the time it takes to make them or increase them through building you're stuck meaning workers are meaningless which means treating people nice is now meaningless. The factions are easily subdued and the ones that aren't have an equal or side faction that can put them in their place

It really feels like a knockoff sequel from another company in a lot of ways. The same way fallout 3 has the trappings of fallout 2 but is a different and worse product. So is frostpunk 2 to 1.

Every step feels hilariously improperly balanced where the fear of sickness chasing you in the 1st is replaced by you killing thousands of people a year and exploiting the politicians without ever needing to touch your "evil law/religion tech" because you can't do anything until you get the cash from a unfairly stable system. People are rationalizing it on the subreddit as a natural continuation of FP1 where you stop giving a shit around the time you can research coal thumpers because of how easy the game gets once everyone's needs are accounted for. But making a sequel where it's as boring as the mid-late game of the first is a retarded idea.

Everything is made hilariously piss easy in the name of making it easier on a macro level. No more temp levels that constantly need monitoring, it's all on auto, the generator turns the coal into fuel and heats everything to the appropriate level. At best you can research to lower the needed values but that's all you get. It feels like a sanitized sequel, like a publisher chopping off anything unique in order to get more sales from the consumer. Death is cheap and the game absolutely doesn't need nor want your attention for the most part.

Beyond that 10 weeks between laws passing and another 10 weeks to vote is way too long.

Especially when research buildings and just in district buildings in general being way easier to make than districts.

Honestly I say wait til 2026 if you plan on picking up the game, by that point the dlc and mods will make it something special.

This game sucks
 
Honestly I say wait til 2026 if you plan on picking up the game, by that point the dlc and mods will make it something special.
Can people of current year please stop suggesting to """wait""" till the DLC comes out? If a game is shit from day one, its shit from day one. Enough said.
 
Even without wokeshit, game devs are an utter farcry from the past decade, and this game proves it yet again.
 
Can people of current year please stop suggesting to """wait""" till the DLC comes out? If a game is shit from day one, its shit from day one. Enough said.
You know what. You're right. I guess it's a lot of me remembering a lot of PC games that did turn their shit around because of DLCs and mods. I'm sorry. I just felt there still could be a good game here. I think it's because of how many PC games do get polished up beyond belief and then announcing moding tools that I felt someone would take the time to make it work.

I felt this small game was more like a Galaxy at war situation than a Starfield situation. But you're right. I think another thing that makes me feel it could get better is how dogshit this buggy piece of shit is. The same way people naturally assume better clothes and a nice haircut can fix someone.
 
I didn't have any major problems with bugs aside from UI problems, but I do feel like this game was a let down. I enjoyed it, but no where near as much as Frostpunk. The scale seemed so far zoomed out that you lose sense for the scale. And the fact that most of the districts are essentially finite and need to be destroyed makes you not really feel like you are building a city. I get the need for the mechanic but it should have been that you need to feed this buildings with resoruces from the Frostlands after their base resources have run out; processing speed of buildings is already a mechanicus with some of the buildings improving rate of extraction so doesn't seem like a big leap. Maybe some decor buildings like you had in the original Endless mode so you feel like you're designing your city.
 
And the fact that most of the districts are essentially finite and need to be destroyed makes you not really feel like you are building a city.
great point, forceing people to build out from the generator led to it looking like a real city you were building, meanwhile the game actively punishes you for letting housing districts intersect with industrial buildings and if you already have any idea of what you're going to build based on what you'll later research you're going to be leaving a lot of spaces open in-between housing so that you can get those later bonuses and upgrades. Outside of housing everything else is hilariously finite. You had that in the original game with the gathering posts but it still felt like it was just temporary before you did build industry and make it all workable. the ending montage in fp1 looks amazing in a way it probably doesn't in fp2 because you do see the city grow and expand. honestly having to rely on the outposts is sort of obnoxious too. because of how limited the outpost teams are, once you run out of stuff inside the city to take advantage of you end up with this weird scenario where most of your cities population just sits there. you have a city of tens of thousands relying on literally 100 people at the very most to do everything. That's sort of what i hated the most about the original fp1 too. especially in the last DLC where you're creating this entire ecosystem, its like i understand why they do it, but the useless pleb vs outpost worker thing is even more blatant here. I forget how many "places" the outpost team could go to in the original FP1, but it seems very small here. I explored the entire map by week 200. and once you shift from exploring to outposts you literally have just like 30 dudes who are the sole people keeping a city of 30k alive. And i don't think that was supposed to be the intended message.

Admittedly i'm sure a huge reason the outposts and scouts feels like a lot less this go around is because you can do it from the start instead of it being a mid-late game task to focus on once your city is mostly secure
 
The game has a big problem with simplifications and abstractions that instead of improving the experience end up making it more boring and less engaging.

In FP1 players were incentivised to build around the generator due to the heat zones around it and building steam hubs with their own heat zone required precious cores, whereas in FP2 you can build almost anywhere with no consequences (the existing consequences being trivial, like -20 heat but providing a housing bonus), and every building provides a heat zone around itself anyways. Heat went from having the player requiring planning out building placement to ensure that all the most important ones are kept warm, to a single abstracted resource that needs to be kept above 0.

There is no need to build any infrastructure in between distant groups of buildings. Aside from the little heat bonus, there are no incentives to group everything together and no consequences for building zones apart. Additionally wood and steel have been combined into a single material but are still separate in terms of gathering, with there being frozen forests and steel piles to extract from and both having separate building you can place inside them.

Food has also been simplified, although you can have outposts to hunt and kill shit, food buildings have been reduced to merely hothouses dependent on fertile land that is limited, unless you deep drill for an infinite source of fertile land??? There are no options to set up sustainable food gathering outposts, you can only kill everything and move on, and like I already said the 2 infinite food tiles in story mode are nowhere near enough to feed the city in the late game.

Research options only matter for satisfying factions and trying to go down a certain path for your society. The differences between research options are mostly 100 less/more workforce for a building, a bit more/less input resources required, either increasing disease or squalor, producing a little bit more/less of a resource, etc. Some are even completely inferior, one of the logistics techs has almost identical building options, with the only difference being that one of them is decreases exploration time slightly more.
 
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