Frostpunk 2 | PATCH 1.2.0 and 20% discount ❄️
Greetings, esteemed Stewards of Our Cities!
We're pleased to announce that once again our engineers managed to deliver another batch of updates and improvements that will ensure the everlasting expansion of our glorious City!
🔧 Patch Highlights
Adjustments to Utopia Builder maps
New faction events
Deep deposits are now truly infinite
Infinite protests bug fix
Idea Tree panels tweaks
Resource transfer panel improvements
Improved saving and loading times
New pop-up tutorial panels
Below you can find the full list of improvements, fixes and changes introduced in the Patch 1.2.0 📃
Gameplay & Balance
Adjustments to Utopia Builder maps
Windswept Peaks
Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
Exposed to Wind area is bigger and contains a deep deposit within its range
Added Exposed Cliff area trait on the cliffs south of the Generator (+10 Shelter / -20 Heat)
Broken Shore
Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
Added new area trait to ice: Unstable Ground (+20 Materials upkeep), that has Oil access within
Added Exposed Cliff area trait south of the Generator (+10 Shelter / -20 Heat)
Increased Sheltered From The Wind area trait on map (9 cells to 12 cells)
Fractured Gorge
Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
Exposed to Wind area is bigger and contains a deep deposit within its range
Added "Stable Crevasse" (+10 Shelter / +20 Heat) in 2 areas on the edges of the map (12 cells)
Increased areas of Geothermal area traits (9 cells to 12 cells)
Horizon
Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
Added new area trait: Oil Pollution (Sickliness increase) around Oil deposit
Dreadnought
Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
Added Deep Oil deposits instead of regular
Added Unstable Ground (+20 Materials upkeep) area to ice
Added Sheltered from the Wind area trait to ravine
Hanging Rock
Adjusted Geothermals area traits 9 -> 12 cells
The entire area outside is treated as "exposed to the wind"
Crater
Adjusted area traits to be in line with Story Mode
Deep deposits are now truly infinite
Deep Oil Deposits are now available in Utopia builder
Addition of Deep Oil Deposits
All colonies with Oil access now have infinite Deep Oil deposits instead of limited ones
Cities with starting Oil access are unchanged and the deposit is a regular one
Improved factions' reactivity to current city status
Six new events furthering faction conflict when conditions are catastrophic
New event to react to disproportionately large numbers of Stimulants Manufactories
Two new events to react to frequent use of Fund Projects and Promote on Communities not aligned with your Zeitgeist
New event when helping pass Law proposed by Community not aligned with your Zeitgeist
New consequences for using Increase Workload on Servants
Ambitions rework
Colonise the Frostland
Now requires 35k population in Colonies and Settlements instead of creating 3 colonies with 10k population each
Prosperity
Required Fuel stockpile increased from 100k to 300k
Required Food stockpiles increased from 100k to 200k
Required Goods and Materials stockpile are now 100k
Resolving a high-fervor faction protest with Counterprotest will no longer lead to an infinite protest bug on the next protest
Resolving protests by Counterprotest will no longer be suggested if there is an ongoing counterprotest active
New story arc implementation to prevent no Cores situation on the transition from Act 3 to Act 4
Winterhome area traits adjusted
Removed upgrade possibility between coal mines and coal liquefactors
Proximity effects now also affect buildings constructed in districts
Trust Fail game over screen will now pop with a delay rather than right after voting
Improved automated workforce reduction priorities logic
Detainees can now be converted to Servants
Factions will no longer demand consequences for demolishing promised Coal extraction buildings after the City coal deposits are depleted
Fixed Tea Cache modifier lasting infinite
Fixed the ‘Protest Needs To End’ message sometimes showing incorrect faction
Fixed Shared Motherhood quest requiring policy which may not be researched yet
Various minor fixes to existing story arcs
Interface
Rearranged Idea Tree panel
Layout changes
Clear sections with shorter effects
Improved resource transfer panel
Meet Demand button name changed to “Try to Meet Demand”
Send Transport button position changed to mirror against the same button from the 2nd side of the transfer panel
Send Transport button now sends resources to the city it is correlated with, not to the city on the other side of the transfer panel
Send Transport button description changed to explain better where the transport is coming from, as it was confusing before the change
Send Transport icon is now more readable and more related to stockpiling
Improved modifiers order on tooltips
Implemented new Tutorial pop-up panels
Tweaks to order of settings in the Settings menu
New mods icon in the Main Menu to improve visibility
Emergency Council Session is now available from the Council window when it is in Recess phase
Servants community action now properly displays gameplay effect
Twitch polling button is now hidden when only one choice is available
Inactive building now properly displays a tooltip
Improved district hover visuals
Art
Implemented new artwork for some of the city messages
Improved roads generation logic
Improved generator overdrive animation
Tweaks to existing Zoom Stories
Improved animations
Council
New animations for Zoom Stories
Bohemians Rally
Winterhome Cliff
Prologue Frostbreaking
Cartographic mode visual tweaks
Fixed Fighting Hub visuals and animations
Fixed Goods art being too big on Cartography mode
Fixed the quality of 3D models of some buildings when zooming out/in
Various minor tweaks and optimisations
Audio
Various audio slider settings are now available in Settings menu
Minor improvements to on-hover sounds
Improvements to Frostbreaking sounds
Other
Improved saving and loading times (reloading and resaving existing save files is required for the changes to take effect)
Fixed drivers check showing false-negative information for some of the GPU types
Fixed various minor crashes
Fix for cursor offset appearing when changing to some resolutions on fullscreen or windowed mode
Fix for screen being unresponsive after changing to some resolution on windowed mode
Many under-the-hood optimisations and improvements
Frostkit integration fixes
Localization fixes
Frostpunk 2 Roadmap
Mere survival is not enough—our City must continue to expand. In this roadmap, you can see our plans for conquering the frostland. You might expect plenty happening in 2025 alone, and here are some of the highlights:
Consoles Launch. We’re thrilled to bring New London to console players.
DLCs. Each one will introduce something entirely new to the harsh world of Frostpunk 2.
Free Major Content Updates. We’re committed to adding free content updates, which in many ways were inspired by your feedback.
Rest assured, dear Citizens, these major milestones are only part of what’s to come. Alongside them, we will continue to work on hotfixes and improvements to the game’s stability and overall quality.
Play Frostpunk 2:
https://store.steampowered.com/app/1601580/Frostpunk_2/
Take care,
Your 11 bit studios Team
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