Update log
Full Frostrain 2 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- Workshop
The Children of Engine, the Shadow Traders Association, and the Central Supply Bureau were broadly useful to the point that they could be recruited regardless of which synergy you were pursuing. By using the Children of Engine and the Shadow Traders Association to acquire Artifacts, then reducing the cycle down to 1 second with the Central Supply Bureau, it was possible to clear the game easily with virtually any deck.
Clearing the game easily with any deck is not a problem in itself. However, when a specific synergy becomes so strong that everyone ends up using only that synergy, the game stops being fun.
These changes are not permanent. With this patch, we will closely monitor the win rates of the three synergies below and make further, broader adjustments based on the data. The next balance update might even come sooner than expected!
In the short term, the “power spike” feeling when completing a synergy may feel a bit weaker. However, from the perspective of the game’s long-term health, balance adjustments across synergies are essential, and we ask for your understanding. Trust us—by the time of full release, the game will be in a much better state than it is now.
Now then, let’s take a look at the changes!
Balance
Synergies
Children of Engine
When receiving an Artifact, the required Faith now increases by 20. When refusing an Artifact, the required Faith decreases by 30.
The chance for higher-quality Artifacts to appear has been increased.
Developer Comment:
The core concept of the Children of Engine was to allow players to obtain more Artifacts than other synergies, but in a “random” way. However, this was never meant to imply access to every Artifact. By increasing the Faith requirement each time an Artifact is acquired, we aim to make monopolizing all Artifacts more difficult, while adjusting acquisition probabilities to preserve as much of the synergy’s power as possible.
Shadow Traders Association
Each reroll now increases the reroll cost. Purchasing an Artifact resets the reroll cost.
The overall power of shop Artifacts has been increased.
The overall chance for higher-quality goods to appear in the shop has been increased.
Developer Comment:
This change follows the same philosophy as the Children of Engine. The Shadow Traders Association was designed as another synergy capable of acquiring many Artifacts, differentiated by the ability to see and choose Artifacts, as well as purchase trains to quickly strengthen synergies. We also wanted players to enhance the synergy itself through shop purchases. However, with a fixed reroll cost, repeatedly rerolling until the desired Artifact appears can feel tedious. Instead, we aim to lower the floor while opening up the ceiling by adjusting the synergy in a way that rewards commitment.
Fuel and Hammer Brotherhood
Fuel and Hammer Brotherhood (7): When producing Happiness, produce 6 additional times → produce 5 additional times.
Fuel and Hammer Brotherhood (9): When producing Happiness, produce 12 additional times → produce 10 additional times.
Developer Comment:
Many players dislike the Fuel and Hammer Brotherhood… but in truth, it is an extremely powerful faction! Since we do not want any single faction to become overwhelmingly dominant, we are applying a slight nerf to better balance it.
Culture
Culture (2): Happiness +4 → Happiness +5
Culture (3): Happiness +8 (unchanged)
Culture (4): Happiness +12 → Happiness +13
Culture (5): Happiness +17 → Happiness +20
Culture (6): Happiness +24 → Happiness +29
Culture (7): Happiness +37 → Happiness +40
Guild of Explorers
Exploration Log 140: For each 1% bonus movement speed, Happiness production of Guild of Explorers trains increases
Source
