I still don't get it how you get to choose between law and faith paths. In my two playthroughs I could only go with faith.
I didn't realize it could choose to only offer one. When I played the main scenario I was given a choice between both, but it would limit me to one afterward. The second scenario didn't offer anything other than the default adaptation, from what I remember. The third scenario started right away with only faith and adaptation available.
Likewise, I got the menu where I could choose between both nearly halfway through the scenario (went with the good ol' Order, not the extreme version of it though) and after that, it wasn't possible to revert the decision. As far as I understood though the difference between the two approaches is relatively mild overall with specular effects/results.
Quite curious that we got such different outcomes as well, but you really did a much better job than me with a proper and properly organized town, my desperate village looks so pitiful in comparison
I don't remember this part clearly, but I think I was offered to pick between both of them after a story event destroyed my hope and raised my discontent, at the same time. So I guess that our ability to choose is based on those meters. If hope goes low, Faith becomes available. If discontent is high, Order becomes available. Since one story event focused on both at once, it must have opened both choices at once. So I guess it's possible to open one choice early, pick it, and then be locked out of the other one? Could make sense.
In my game, hope was at around 80% and discontent 0% when that story event triggers. Hope plummets to 10% or something (I think discontent stays the same).
I then got the screen to decide to go either Order or Faith.
Meh, this game is a big letdown. There's almost no replay value in this. Sure you can increase difficulty, but the same stuff will happen around the same time.
I did the main scenario twice (2 branches, faith being clearly the easier one, I thought). I only tried the second scenario, which was super easy and ended with a big anti-climax (basically: "congratulations, you've won", exit to main menu).
Not to mention my pc locking up every time I close the game.
Pretty much all style over substance. This War of Mine was a lot better in that it at least randomised some things, and made you care more on a personal level.
rostpunk has become quite the success for developers 11 bit Studios, and so it’s perhaps no surprise that the game isn’t getting the cold shoulder when it comes to updates. Instead, in addition to basic patches designed to improve the technical side and presumably balance, 11 bit has raised the hopes of players by announcing the Frostpunk roadmap featuring 5 free major updates throughout 2018 – with more stuff unannounced for 2019.
First up in June is the addition of a new mode called Survivor. Designed as a challenge for those who have already mastered surviving techniques even on the hardest difficulty settings, Survivor mode will unlock new special modifiers to make the game harder in new ways.
The second update is a bit less ambitious but answers a community request by giving some basic customization for people and automatons. This will let you name citizens and automatons, they are also planning future customizations beyond that – perhaps 2019 will have an advanced customization options update. Still, if you want to tell the story where you and your friends are there and named characters, this will let you do that.
After that is a new scenario called The Builders. Just like the three scenarios that shipped with Frostpunk, this will have its own story and challenge and while they aren’t spoiling anything they do think it will excite folk. The 2 secondary campaigns in Frostpunk already each took the game in different directions, forcing players to attempt new things or address different ideas so it will be interesting to see what they do with their biggest update of the year.
Their fourth update will be another fan-requested addition of an endless mode. 11 bit is doing their own take on the idea and is calling it Endurance Mode, presumably meaning that even in the endless/sandbox type take here you don’t get to get out of dealing with all the cold and societal issues.
Finally, Winter Snapshots will follow a trend we’ve seen more of in this generation of games by adding a new photo mode to Frostpunk, which will make it easier to get really nice pictures of the beautiful game. Getting to not show the UI there would be nice as it often unnecessarily busy up any pretty pictures that were taken (and with my roughly 85 screenshots from Frostpunk taken cause they looked pretty and for our review, I will be happily snapping along with this!) They also promise that there’ll be a special surprise for the update but sadly refuse to spoil it.
“The Fall of Winterhome”, a story-driven, free expansion for Frostpunk will update automatically in existing copies of the game onSeptember 19th. With hours of brand-new content and fresh take on Frostpunk’s mechanics, players will get a chance to lord over a new map with refreshed visuals and discover lore about the frozen world they have dominion over, as well as uncover secrets from the past - the story of the fallen town of Winterhome which you may have found in the main campaign of the game.
Frostpunk's most awaited expansion - Endless Mode - is coming soon on Steam, GOG.com, Humble Store, and more!
As planned, and promised in the development roadmap, the expansion is going to be FREE for all owners of the base game.
In the time since it was announced, Endless Mode is the expansion we have seen the most about of feedback on through the forums, on Twitter, Facebook, and directly by email. In fact, while it was originally teased in the roadmap, the idea took hold with the community since the original launch of Frostpunk in April.
Forged over months at 11 bit studios, it soon goes live and introduces two styles of endless play: “Serenity” for the constructors who enjoy growing the city at their own pace without hard challenges, and “Endurance” for survivalists looking to earn their stripes and see how long they’re able to live in the harsh cold world of Frostpunk. In both modes, new buildings are introduced to enrich the city’s architecture, including an Archives building that enables players to store lore and information in a single area, new sites can be discovered in the frostland, and new random events that may confront you with previously unknown challenges. Welcome to Endless Mode!
seems like it will follow the suit with TWoM aka Season pass after console release
Quote:
Season Pass grants access to all upcoming Frostpunk content in this season, including immediate access to The Rifts DLC and two major expansions coming in 2019 and 2020.
Frostpunk: The Rifts
Experience new level of challenge in The Rifts, brand new Endless Mode map, where the land itself threatens your survival. Using a new gameplay mechanic, bridge the rifts to access new areas. Expand the city to save your people from inevitable doom!
Frostpunk: The Last Autumn
The Last Autumn vastly expands Frostpunk's universe by introducing brand new scenario along with game-changing mechanics and unique architecture, while broadening the game’s lore and narrative.
Frostpunk: Project TVADGYCGJR
The scouts of New London are currently in search of the intel about the forthcoming expansion. Their safe return with the new information is expected at the launch of THE LAST AUTUMN. Stay vigilant, citizens and maintain your hope as the winter continues!
We are proud to fully unveil the biggest expansion to the Frostpunk world! Coming in January 2020, The Last Autumn serves as a story prequel to the plot of the popular base game and will change the perception of the frostbitten landscape fans are so familiar with.
Frostpunk is more than just a city builder. It’s a simulation of the evolution of society under the overwhelming pressure for survival. The main campaign might be short. Nonetheless, a complex gameplay that you can’t exhaust in one playthrough and plenty of free and paid content makes more than up for it.
It feels very "forced", i.e. you really don't have much choice in the matter. Even less so than in the "original" scenario.
So either follow them by the letter or bye-bye.
it's because of that, that I've somewhat a love-hate relationship with this game. I love the setting, the premise, the tech and laws etc. but at the same time I hate how things are forced on you and most things don't really make a difference in the long run anyway.
Yeah, but is it tho? You are so restricted in what to do or better to achieve in such a constraint time, that the choices are barely "fix me ups", then really choices of matter.
All your choices are just there to push the motivation bar up and the discontent down.
Wherever the bar is, is where your choice will be.
Anyway, the game is and always very restrictive in "actual choices that matter" and ways to finish the game/scenario. Plus the "random" events, that are scripted fix in the scenario, like the first collapse, strike etc. are just fucking the whole thing up anyway (because they are not random, but forced upon you).
It feels very "forced", i.e. you really don't have much choice in the matter. Even less so than in the "original" scenario.
So either follow them by the letter or bye-bye.
it's because of that, that I've somewhat a love-hate relationship with this game. I love the setting, the premise, the tech and laws etc. but at the same time I hate how things are forced on you and most things don't really make a difference in the long run anyway.
there isn't much depth to this game unfortunately, the presentation and theme are topnotch but it's no living cityscape and most of the choices are completely binary.
when they released the endless mode, i thought the game was going to become more of a city/society simulation but they didn't change anything
Yeah, it's all about the hopelessness of the situation. Even if you "win", the game tells you, that the colony probably won't survive for long, lol...
And like you said, choices are mostly binary with eventually the same outcome anyway. Go engineer or worker, you still end up with an authoritarian party and violence. There is no peaceful merry go round solution or end. You try to keep the guys as motivated as you can, without sacrificing effectiveness and eventually you trade in comfort for force and eventually open control through fear and violence.
And there are no other options...
In last autumn, you either become Stalin or Hitler... i.e. the system they ruled over...
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