The live city as a picture
#live-city shows the Furnace, the cold, the citizens, the fuel and what is going on, in one picture that updates every minute.
Patch notes
#live-city shows the Furnace, the cold, the citizens, the fuel and what is going on, in one picture that updates every minute.
Every new law put to the vote gets its own card in #council-hall: what it does, the ballots so far and when it closes, then PASSED or REJECTED.
#city-events posts each event, storm, breakdown and discovery with its own card.
Every job now sits somewhere with a name: scavengers by the Frozen Ruins, a stand on the north road, a dig at a coal pit, someone lost on the east coast. The farther out, the harder the job, and the job tells you how far ("1.3 km out").
The Captain posts five jobs a day and each trade master three. Every job is marked EASY, HARD or DANGEROUS and pays more the harder it is.
Plant survey flags along a road, repair a settlement's heater broken by the frost, light the Waystation fires along a road, hunt down a wolf pack, or walk someone safely home to the Hearth.
Finish one part of a chain and the next is offered at once; the last part pays half again.
Jobs when the world needs them
Fuel before a storm, wood for a family who lost someone to the cold, relighting a settlement that went dark, or getting to an event first.
Five new events
A sledge stranded on a road with wolves round its cargo, a frozen wreck on the shore picked over by scavengers, a supply drop by cargo plane, raids on the settlements in three waves, and refugees by the road who will follow you to the Hearth.
Raids are real
Raiders can hurt you even in a settlement's safe stop. Every raider you kill pays Heat Credits; lose the raid and they put the settlement's fire out and take half its fuel.
Celebrations on the plaza
Market Day every third day (everything 20% cheaper), the Festival of the Flame every fourth night (fireworks, music, free Hot Tea and double pay for feeding the Furnace), the Founders' feast every seventh day, and now and then a wedding.
Grudges ease with time
A place that shuns you calms down a little every day; only good deeds win back the rest.
The server has its name: the welcome screen, the menu, the chat and the server browser all say Coalheart.
The day and time to dawn or dusk, the next five nights' lows, the next whiteout, the days to the Great Storm and the council's vote, as in Frostpunk.
Packs of two to four now hunt out in the cold, away from the city.
Inside one the cold, hunger and thirst still hurt, but they can't kill you.
Every seat can be sat on
The chairs at tables and the benches round the Furnace work.
Each place remembers you on its own
Clearing out one Waystation no longer turns every Waystation against you.
People talk about what you did
They tell your deeds back to you: the job you finished, the beast you killed, the person you brought home.
Your job, one command away
/job shows what you are doing; /job drop drops it.
More frames per second
Furniture, fires and lamps are only sent to you when you are near them.
The council board explains the vote
Votes are cast on paper in the Council Hall; the board shows the steps and marks the ballot tray on your map.
Everyone wakes, works, eats and goes to bed at their own hours. They sit on the benches at meals, sleep in their beds at night, and a night stoker keeps the fire.
When the Furnace breaks down or a storm comes, people gather at the fires and huddle. Left in the cold, they fall ill and can die; the city mourns them and someone new arrives at the gate.
Feed the Furnace, finish jobs and trade, and the Hearth and each place think better of you: greetings by name and better prices. Hurt their people and they turn cold: higher prices, and shunned players get no answer and a patrol at their back.
Ask anyone "Any news?" and they tell you what actually happened: storms, research, laws, deaths, newcomers, who fed the Furnace most.
Families and friends
Couples, families and friends walk, eat and talk together, and grieve when one of them dies.
Supplies and caravans
The Hearth keeps stores of food, tools and medicine you can add to at the Quartermaster, and caravans travel the roads between the places.
The Watchtower's keeper, the lighthouse keepers, the Signal Array's radio man, the miners at every coal pit and the crews at the harbours each have a hut of their own.
The post relay, the fitter's hut, the sick house, the toll hut, the widow's fire and more, each with its own crew and goods.
Their crates hold the notes of those who were there: the Garrison's last duty log, a child's letter in the Tenements, the researchers' last readings at the Polar Station.
Foreman Halvard's crew strips the Steamworks; every coal pit has a foreman selling coal and miners digging.
No building at the places
Settlements, waystations and the built-up monuments are no-build areas, shown red when you try.
The homes line the ring streets as real streets of houses, with fires in pairs along them and benches round the Furnace.
Woodcutting, mining, hunting, medicine and more: each trade has its masters and its own jobs board, and your rank in a trade raises your pay.
Every day a few of the city's people have a small favour to ask.
A thin strip top left with the day, the weather and whether you are safe; your Heat Credits top right.
A bed for everyone
Every person in the city and the places has a bed or a bedroll.
Take a blank ballot from the Steward's table, stamp it in the voting booth and drop it in the box.
A bigger fire, a larger fuel store, a watch post and more, paid for in each settlement's Furnace menu.
At the Pump House and the Scrap Fields, attack one of the workers and the whole crew turns on you and your team.
No vending machines: each keeper sells their own goods, at prices that follow the Furnace.
Everyone at work
The people at every place work at real things: walls, water, junk piles, workbenches.
Prices follow the Furnace
When the Furnace burns hot, the markets are cheap; when it struggles, everything costs more.