Highlights of Update 2.0 – Changes and Improvements

Hey Anno Community,

It’s August, and that means the release of the “The Hippodrome” DLC as well as update 2.0 are near. Today, we’re looking at the latter: what kind of larger improvements and changes does the update add for everyone?

We look at new features, tell you more about how they work and also highlight changes to existing systems that may impact the way you play. Read on for news on the photo mode, note function, new items and some balancing changes.

 

Keep in mind this is only covers some of the changes of Update 2.0. The full patch notes will be published on August 18th.

Photo mode

Take even more beautiful screenshots of your islands and cities, of ships on the open sea and armies clashing on open fields!

  • A free camera allows for far more angles to take screenshots from, and also allows you to zoom in and zoom out further
  • The time of day can be freely set to pick the perfect ambient for your photo
  • Several lens effects, from depth of field and focal length to a tilt shift effect

We can’t wait to see what you do with these new options!

Worth noting also is that we right now consider this just as a first version: we have a few more things we want to implement later and are also very happy to hear your feedback on what you’re missing in terms of options.

 

Note function

A big quality-of-life wish you have been sending our way for a while already was a way to take notes in-game. With this update, you can write notes to remind yourself to e.g. expand your city when you start the game the next day, or to check on a ship in 20min, etc.

The notes can be simply added anywhere in the game world, or attached to specific buildings or units.

For example, you want to buy agriculture specialists at Valeria’s harbour, send the ship there and attach a note to it reminding you of your plans, before you continue with your city expansion, that new island in Albion, etc. When you later see your ship at Valeria’s, the note will remind you WHY you sent it there.

You can also set timers for each note, resulting in you getting a notification as a reminder.

We hope this will make your job as a busy governor easier.

Honoured Guests & Heroic Specialists

Your Prestige grows, your monuments’ Splendour increases – you’ve become a famous governor! Honoured Guests are willing to visit you and support your efforts, will you welcome them in your city?

There are two feedback topics we’re aiming to tackle with this feature: making the Prestige attribute more valuable and adding new layers to the item/specialist system overall.

 

In your prestige screen you can now find a new page for these Honoured Guests.

Depending on your overall prestige, you increase the chance of specialists joining you in certain intervals. The higher your prestige, the higher the chance to receive a rare specialist.

That’s not all, however: we also introduce a new rarity-level called “heroic”. These specialists are very rare, and they are unique: each of them can only exist once per savegame.

Let’s have a look at one of them: Paldius, Ovine Authority Unquestioned

As you can see, their effects are not only quite strong, they also have both a ranged-effect like all specialists, and an island-wide effect.

Before you can employ them, however, you will need to have enough Prestige: as you could see in the screenshot above, each Heroic Specialist comes with a prestige cost, from just a few thousand to multiple ten-thousands. This “cost” is not removed from your Prestige but your prestige rather acts as a threshold.

With 10,000 Prestige you could employ two specialists “costing” 5,000  Prestige or one that “costs” e.g. 9,000. But you can’t, for example, employ a specialist costing 5,000 and another costing 6,000 as that would exceed your current maximum. Increase your Prestige to employ more or more expensive Heroic Specialists.

 

There’s one last key difference to the other specialists you can get via the “Honoured Guests” system, however: their drop chance is decided by the Splendour you amassed across your monuments, both from the Amphitheatre as well as the Hippodrome. Each level of Splendour in your monuments adds a 2% chance to receive a Heroic Specialist.

The “Honoured Guests” visiting chance is calculated on a by-island-basis.

Amphitheatre Buff Rework

We just mentioned monuments, so, let’s continue on this topic:

With this update, we’re reworking the buffs of the Amphitheatre. The intention here is to increase the clarity of the provided buffs for players, as well as the usefulness of the buffs.

Now, the Amphitheatre has a 9-stage buff system, and holding events increases the splendour required to reach higher buffs.

Additionally, as some have already noticed after the previous update, its effect are now affecting the entire island and are not range-bound anymore.

A further quality-of-life improvements is that you can now set events to be automatically repeated, reducing micro-management if you so desire.

Both of these points are also true for the Hippodrome monument which is part for DLC 2.

Time-limited challenges

With some delay, challenges in Ubisoft Connect will arrive for all platforms (PC and consoles) with the update as well.

A rotating set of challenges with a limited time to complete will award you with “Ubisoft XP” (to level up your Ubisoft Connect profile, with level-ups awarding “Units” which you can use for e.g. store discounts or to unlock rewards for games in Ubisoft Connect) as well as Fame points (to use in the in-game Hall of Fame).

Rotating here means that the challenges will repeat in certain intervals and can be completed again, providing the same rewards another time (progress doesn’t carry over).

 

Please note that together with the update we’ll also expand the Hall of Fame by adding a page with previous Twitch Drops, which you can now unlock this way as well.

Resident Quests

The update also adds a new type of resident quests.

They can be repeated and will therefore pop up occasionally, providing another way to engage with the world and get some rewards throughout your game.

 

We’re also doing some balancing adjustments:

Bread consumption

From our perspective, current bread consumption is too low. As a result, bread production chains have limited strategic importance, which undermines vision of Rome relying on bread and imports.

We therefore increase bread consumption by roughly 50%.

To compensate, bread provides +1 population (i.e. +3 instead of +2).

You may have to adjust your supply chains and build additional farms and bakeries to compensate for this change.

 

Incident size

We’re doing further adjustments to major incidents to address feedback on high negative attribute numbers not feeling impactful enough and being easy to ignore.

Both major fires and major plagues now affect significantly more buildings, especially so in large cities, making their impact felt more and being more clearly distinguishable from minor incidents.

 

 

This brings us to the end of this first look at Update 2.0, releasing alongside “The Hippodrome” DLC on August 20th.

As mentioned at the beginning, expect the full patch notes with all changes and bug fixes closer to release for the full picture – today, we wanted to give you an overview of the major changes and improvements you can expect, and potentially give you time to adjust and prepare for the two balancing adjustments.

Ah, and yes, with this update field workers will be added to various farms and plantations.

Union Update: Hippodrome contest and road to release

Hey Anno Community!

Today we have updates on the recent contest and voting, as well as on what’s awaiting you in terms of news in the coming weeks.

 

Contest Winners

At the very end of June we asked you to create a sponsor for the Hippodrome – or rather: for the inaugural chariot race taking place in the Hippodrome! Cause this very race will be featured in our trailer for the upcoming expansion, aptly named “The Hippodrome”, and will go live on August 20th – release day!

The winners were chosen by an internal dev team jury based on a variety of factors like style, creativity, fun and how well it fit into the Anno universe. While slowly reducing the list of finalists, we ended up with the magic number of nine – nine submissions we just didn’t feel comfortable reducing further.

We therefore decided to expand the number of winners from four to nine, all of them will receive both the physical prizes and the inclusion in the trailer.

The winners have been contacted earlier this week, and we’re excited to now also share the winning entries below. Congratulations to all of them once again!

Voting Winners

Following the contest for sponsors, a public vote was held to decide on the racers for this very first Hippodrome race. It was surprisingly clear decision by you for the Sausage Purveyor Quirinus Rubellius as well as Dorian. When counting across all three platforms (Anno Union, Reddit and Discord), it then became a close race which Whataboutist Watis and the Diviner of Dough decided for themselves. Athr, meanwhile, has brought shame on the Jorgensen family as a whole…

(Apologies for the display issues with the voting on the Anno Union, we’ll have this looked into for future votings)

 

That means in the final trailer, on August 20th, we’ll have these four compete in the Hippodrome, proudly sponsored by the Anno Community!

So, don’t forget to tune in to our live Twitch stream!

Road to release

You won’t have to wait quite as long for the first information about the upcoming “The Hippodrome” expansion and the update accompanying it.

Starting in August, both on our social channels as well as on the Anno Union, we’ll have updates on both topics for you – small teasers as well as full blog posts. You can expect:

  • An article with the highlights of Update 2.0 and its new features and bigger changes, first week of August
  • A DevBlog on the content of the “The Hippodrome” expansion, first week of August
  • Full Patch Notes, August 18th
  • Release Day, livestream and the inaugural race itself, August 20th

Vote on the racers for the inaugural race!

Legends aren’t born – they are made!

Preparations for the inaugural Hippodrome race are ongoing – but what about the racers? Well… have a look at the trailer!

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When playing the “The Hippodrome” DLC in August, any of your specialists can race. Want to see Tarragon race in the circus? Just received a new specialists via a festival and want to see how they perform?

The choice is yours! Each racer has different strengths and weaknesses – and a different potential.

 

For now, though, we limit your options a bit to just six candidates from across the game, as you’ve seen in the trailer. Who do you want to see race?

You have one vote in this poll, and the four racers with the most votes will ultimately compete in the inaugural Hippodrome race – the race we’ll proudly present in part 3 of the trailer, and on Twitch on August 20th.

Union Update: Patch 1.6.1 and Hippodrome teasers

Hey Anno Community,

We have just released patch 1.6.1 for all platforms. Find some highlights of the patch below. The full patch notes can be found here.

  • Fixed a crash related to major incidents
  • Expanded building space on Cinis
  • Fixed issues with vassalized islands
  • Fixed some savegame compatibility issues

The next update for Anno 117: Pax Romana is planned for mid-August, together with the release of DLC 02.

The Hippodrome

Following the release of the first part of the trailer for the upcoming “The Hippodrome” DLC, we also launched a community contest: create a sponsor for the chariot races.

This contest concluded yesterday, and we want to thank everyone who submitted their idea for a sponsor. There were many, many submissions, covering wine, oil, sandals, chariots, horses, postal services, jewelry, tools, weapons and much more. Not an easy task for us to discuss and agree on just four winners – but we’re making some progress. Right now, we are planning to have an update at the end of next week. The four lucky winners will then be contacted via e-mail to discuss the details.

 

Also coming up soon is part 2 of the trailer – we have to talk about the racers themselves, of course! Stay tuned.

Later this month and then throughout August we’ll have more details on the DLC for you, as well as on the content of update 2.0 releasing alongside it:

  • How do you build the monument and what does it do?
    • A DevBlog and a developer livestream will provide all the answers
  • How do quality of life improvements like the note function work and what else is in the update?
    • We’ll make sure to give you an overview of the changes and improvements separately from the patch notes as well.

Stay tuned for news and updates in the coming weeks.

Updates on the Anno Union

Finally, we have done a few updates on the Anno Union itself we want to briefly inform you about:

  • The “Community Page” has received an overhaul, updating various links and adding links to various resources created by YOU
  • There now is a dedicated modding FAQ page for Anno 117: Pax Romana
  • Following your feedback, we’ll soon be launching the “Roadmap for 2026” page, with information on some of the content of the planned updates for 2026
    • This page will be continuously updated throughout the year to reflect development reality

Summer Twitch Drops

As part of the Twitch Summer Drops Fest, you can now also unlock a new market skin for Anno 117: Pax Romana.

Watch any participating livestream on Twitch between July 10th and 24th for an accumulated 2 hours to unlock it. You will need to have your Ubisoft and Twitch accounts connected to receive the market skin.

Contest announcement: Put your horse race sponsor in the trailer

Hey Anno Community,

Have you always wanted to channel your inner Anno 117: Pax Romana entrepreneur and launch your own product line? This contest is your chance!

Design a logo and name for a product or brand inside the Anno 117: Pax Romana universe and win prizes! We offer you the best advertisement space in the entire empire: The famous Hippodrome!

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That’s right, the winning sponsors will be featured in the final trailer for our second DLC in August.

 

Soooo… are you opening a wine company with the slogan “Less whining more wine-ing!” or are you releasing a new type of soap called “Dorian’s Favourite” and advertise it with “True Roman soap for true Romans”? It’s up to you!

How to participate

To participate you will need to follow these steps:

  • Imagine your own brand or product within the Anno 117: Pax Romana universe and create:
    • a brand/product logo (at least 512×512 pixel) in PNG format
    • a brand/product name (max 27 characters)*
  • Send it all via email to AnnoCommunityContests@ubisoft.com using the subject “Community Contest: Hippodrome Sponsor”
  • The deadline for entries is the 8th of July, 10 PM UTC.

 

*name can be submitted in: English, French, Italian, German. We may translate them into English when featured in the trailer, however.

Find an example below – we’re sure you can do much better than that, however!

Rules

You can use any images, icons, artworks, etc. from the game in the creation, or create everything from scratch. You will need to edit whatever official Anno material you’re using and you’re not allowed to incorporate any copyrighted images, icons, fonts, etc. from other companies or products. We may ask for working files of digital entries afterwards.

You may submit only one entry.

You can also submit (optionally) a slogan for your product. It won’t be featured in the trailer but can give your submission more “flavour” and will be featured on our Anno Union article.

 

The full rules can be found here. Please make sure you review them before participating in the contest.

Winners & Prizes

A jury comprised of members of the dev team will judge the entries based on creativity, style & originality, and consistency with the Anno 117: Pax Romana universe.

We will select four (4) winners who will each win:

  • One Anno 117: Pax Romana mug
  • One Anno 117: Pax Romana trireme builder kit

Additionally, their creation will be featured in the trailer for the upcoming “The Hippodrome” DLC.

The winners will be announced on the 17th of July, the trailer with the sponsors created by the winners will go live in August on release day.

We’re also planning to spotlight the winners as “official sponsors” in a livestream in August.

Union Update: It’s Blooming Cities Pack release day!

Today we’re releasing the Blooming Cities Pack, the second Cosmetic DLC for Anno 117: Pax Romana!

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Featuring an organic system to place flowers and trees in all kinds of places on your islands, as well as fountains, a decorative wall and a large centre piece with the Temple of Flora.

Check out the trailer above for an overview of the content or get more insights into the pack via our blog article with a dev Q&A.

The “Blooming Cities” Pack is now available on all platforms.

Together with this Cosmetic DLC, we’re also releasing patch 1.6 which includes several more bug fixes. You can find the full patch notes here.

The garden system is such a useful tool, we wanted to give everyone a way to play around with it. Therefore, the update today also includes an Albion- and a Latium-themed garden brush for all players. You can find them in the Ornaments Menu under “Landscaping Patterns” and can use it in all provinces.

What are we working on?

Let us give you a brief overview of what we’re currently working on.

  • DLC 02, the Hippodrome, is in the “bugfixing and polishing” phase at the moment till end of June, after which we start full testing and then the validation before we submit the version to the various stores.
  • DLC 03, Dawn of the Delta, is still in production, entering the “polishing and bugfixing” phase only later in summer for a longer period. To mention a few areas we are working on:
    • The expansion of the tech tree & the icons for new techs
    • Some buildings are still “under construction”, and missing e.g. final textures
    • While some character portraits (e.g. residents) are still being worked on, others have first versions already implemented in internal versions
  • Patches have a much shorter validation and submission times when they’re not tied to storefront releases (and because they naturally contain less content to test).
    • Accordingly, version 1.6.1 (planned release date: July 9th) is still being worked on, validations only starting at the end of June. The patch tackles, for example:
      • Issues with taking over islands vassalized by rivals
      • Issues with raiders’ islands when they’re being added mid-game
      • The Numa Aquarius statue not sitting still on its pedestal
      • The issue with defeated villa troops not showing a timer for their respawn

So much for today’s Union Update on the release date of the Blooming Cities Pack.

Ready to channel your inner gardener with the new ornaments? Share your creations with us on Reddit, Discord or social! We’ll soon also show you how we used the new trees and flowers in our own cities.

DevBlog: The Blooming Cities Pack Cosmetic DLC

Hey Anno Community,

Get your rakes, shears and watering cans ready: it’s time for a deep dive into our upcoming Cosmetic DLC, the Blooming Cities Pack!

In today’s DevBlog we give you an overview of its content, as well as a behind-the-scenes look at how this pack has been created, with an insightful Q&A with Art Director Reiko and Senior Prop Artist Laura!

If you’d like to admire this wonderful pack in action, then make sure to watch the VOD of today’s livestream dedicated to the Blooming Cities Pack.

Patterns: Flowers & Gardens

Sometimes the simplest things are the most exciting – and this is exactly how we feel about the flowers and gardens patterns in this pack. Just like Art Director Reiko put it, “Not every asset needs to be shiny, grand and amazing – sometimes it’s all about the small puzzle pieces and building blocks that you combine however you want to create shiny, grand and amazing things”.

In the screenshot above you can see how majestic the city gardens can become: the colour combinations you can get are seemingly infinite. These are gardens most worthy of a true governor! Grandeur and magnificence are not the only things that can be created with these patterns, of course. Look how cosy and organic they can be, by filling in spaces between buildings and around the city. These patterns are extremely versatile and easy to play with to get the best results – whatever the vibe you’re going for!

Your choice is vast: from lilies to dandelions and poppies – and why not add some cypresses or even some exotic palm trees for some shade under the warm summer sun? Each of their tiles is made up of different type of assets, randomly assembled, to create such a natural look, and by combining those tiles yourself, you can amplify that organic effect even more.

Statues, ponds and the Temple of Flora

Great gardens deserve great statues and fountains, too. Look how pretty the Pool of Virtue is, for example: it perfectly marries the overgrown nature of Albion in this screenshot.

The statues were the most challenging piece to create for me. I don’t usually sculpt a lot of organic human-like stuff, so getting that to look believable was tricky. But I had the most fun with the ponds. I enjoyed arranging the flowers and to look at the water and just feel the whimsy in me. (Laura, Senior Prop Artist)

If you are looking for a BIG centre piece instead… well, then the Temple of Flora will make your cities look magical, just like in this screenshot taken at night.

What’s truly magical about this Temple is not just the beautiful and mesmerising fairy lights you see at night, but the way it behaves when placed next to an aqueduct… but more on that in the Q&A section – so make sure to keep reading!

It’s aqueduct, not aqua-duck!

With Blooming Cities, even the aqueduct gets a new look that perfectly fits the aesthetic of the Wall of the Domus and the Temple of Flora with a striking contrast between white and blue.

Q&A with the Art Team

(Q) Can you tell us more about the garden and flower patterns and how they work?

(A) Laura: The landscape patterns use the same polygon system we have brought to life for Anno 117: Pax Romana, just with minor tweaks like not being able to build on them. The farm fields and the mosaics use the same system already. Its randomisation works through variation. If we have a 1×1 piece, there will be 3 or 4 of such pieces which get randomly changed and thus variation “naturally” happens.

(A) Reiko: The result is that you can now get extremely organic areas in the game. So, you can just drag your cursor, and the trees will do whatever we design on the art side.

(Q) The Temple of Flora is the big centrepiece of this Pack – what can you tell us about this beautiful ornament?

(A) Reiko: When it comes to the Temple of Flora, we changed our approach there a little bit and my direction was really to make it shiny and to place lights that might not necessarily make sense in time. Nowadays when you see big cathedrals and churches, usually they install a lot of floodlights around on the buildings to give them a beam of light that looks awesome at night. They didn’t do that back in the day, of course, but right here with these assets, we partially do it. We do it with the fountains, we do it with the Temple of Flora. And it makes a hell of a difference because at night, dawn, when the fireflies come out and start flying around, it looks magical. It’s allowed to look out of place. Other assets are not necessarily allowed to look out of place.

If you placed something in an area that has good irrigation, you can plant different trees. And that’s the idea. Whenever you build the Temple of Flora near an aqueduct, all the flowers and trees get replaced. You get a much more exotic look and feel.

(Q) When it comes to inspiration – what is the aesthetic that inspired you for this Pack?

(A) Reiko: The inspiration in general, it started with the Hanging Gardens of Babylon. We got inspired a lot by the Minoan Age, so we went back and used parts of it and “Romanised” them. The Temple of Flora, for example, looks a little bit like a temple with pagodas. It’s still something that is a leftover from Babylon. And we took it from there. We made it very white, the walls, white, bluish, a little bit of arches going on.

And the same stuff we translated towards the aqueduct and the walls, trying to make it fit and give it, that was the intent, a white backdrop. Especially because the flowers are extremely colourful. So, we wanted to have something white in the backdrop that you can just build up.

I knew that I wanted to have a lot of flowers, flowers that exist in real life, flowers that are living in Latium, so we have the poppies, for instance.

(Q) Any recommendations for our players on how to beautify their cities with this beautiful pack?

(A) Laura: I think especially in combination with the mosaics pack one can now build quite the colourful, exotic and lush gardens, even creating patterns and such. I am very intrigued indeed by what the players will come up with.

(A) Reiko: When you look at the flower patterns, for instance, they usually feature different colours. I mean, there’s the poppies, for instance, that are just red. But if you look at the colourful ones, there’s whites, there’s yellows, there’s purples inside. And that isn’t random. It means that you can have a colourful field somewhere and then place at the right point a perfect blue field to get this extremely organic mixed look. If I can give a recommendation to the community, then it would be the recommendation to build a lot and to share this online because we look at those screenshots. And of course, it’s also part of the feedback loop. We see what is used, what is never used. We leave the never used stuff out in the future, and we’ll try to make the stuff that is heavily used better and better.

And with this insightful Q&A, we are at the end of this DevBlog dedicated to the Blooming Cities Pack, which will be available starting June 18th on PC and consoles, for the price of 6.99€ or your regional equivalent.

The update releasing alongside the pack will also include one Latium- and one Albion-themed garden for everyone.

We cannot wait to see photos of your blooming cities!

 

List of all content

  • Temple of Flora (7×7)
  • Pool of Virtue (2×2)
  • Basin of Virtue (3×3)
  • Mason’s Sphinx (1×1)
  • Oleander (1×1)
  • Fig Tree (1×1)
  • Palm Tree (1×1)
  • Gum Tree (1×1)
  • Proud Pomegranate (2×2)
  • Stone Pine (1×1)
  • Wild Poppies
  • Sunny Alkanet
  • Dandelion Patch
  • Overgrowth
  • Lilac Wildflowers
  • Blooming Shrubs
  • Field of Lilies
  • Exotic Garden
  • Springtime Garden
  • Cypress Garden
  • Pine Garden
  • Exotic Fern Garden
  • Hellenic Skin (Aqueduct skin)
  • Wall of the Domus
  • Gate of the Domus

Union Update: Livestream for the Blooming Cities Pack

Hey everyone,

we want to just share a short update today with some reminders on what’s coming up!

First of all: tomorrow at 5PM CEST we’ll be holding a livestream again, at the center is the upcoming Cosmetic DLC “Blooming Cities”. As usual, we’ll be streaming on the Annogame Twitch Channel.

Join us in chat, learn all about the content of the cosmetic pack and ask your questions to us.

 

Want to get an a teaser in advance? In the little video clip below you can already find some of the new ornaments in action. A DevBlog will follow the livestream tomorrow evening.

Alongside Cosmetic DLC, we’ll be releasing patch 1.6 next week Thursday – the full changelog for it will be ready by early next week.

Your Prophecies of Ash achievements

The “Prophecies of Ash” DLC is now slightly over one month old – a good time to look back at some of your achievements related to it.

We can only say: governors, you’ve been busy at work on Cinis, all the while the volcano threatened your crops and cities!

Union Update: Patch 1.5.2 and our plans for June

Hey Anno Community,

It’s patch day! Today we’re releasing Version 1.5.2 with several more fixes – including the issue with ships renaming themselves (which didn’t get properly fixed last time), flickering ground plates and some adjustments to rivals’ behaviour related to wars.

Please have a look at the full Patch Notes here!

Upcoming updates

The next planned update will be on June 18th and include some more fixes as well as the second cosmetic DLC: Blooming Cities.

We’ll follow that up with another update in early July. More details on those closer to their release date.

Livestream

On June 10th we’ll be holding a livestream to show you the “Blooming Cities” Pack in action with Art Director Reiko, Project Coordinator Dennis and Clémentine, Junior International Product Manager.

Aside from talking about the very flower-y content, we’re also looking forward to updating you on our plans and answering your questions.

The stream will start on June 10th at 5PM CEST | 3PM UTC on our Twitch channel.

Upcoming and what we’re working on

Looking further into the future, August is, as previously announced, the time of the Hippodrome! Our second gameplay DLC will release around mid-August letting you build an enormous monument in your cities and hold races to entertain your population. You won’t have to wait too long until we start talking about it.

This release will be accompanied by an update as usual, Update 2.0, further improving the game for everyone. To give you a little teaser:

  • An often-requested feature is making a comeback: the note function!
    • Leave notes for yourself as reminders for later in your play-session or when you load your savegame a few days or weeks later and attach them to specific objects (e.g. ships).
  • Take even more phantastic screenshots with the photomode
    • We have seen and admired what you can do with the postcard mode already – with a free camera and some effects you will have even more possibilities
  • Time limited challenges will be available via Ubisoft Connect
    • Aside from the challenge aspect itself, you will get XP for your Ubisoft Connect profile level and Fame points to use in the Hall of Fame

Additionally, we are working on a bunch of further fixes and improvements. Please note that these can still move into later updates depending on their complexity or in case of unforeseen issues. As usual, we will confirm the final changelog for Update 2.0 closer to the actual release in August. To mention just five things currently being worked on:

  • We’re planning to add field workers to farms/plantations after adjustments to the feedback unit system
  • We’re working on a solution to increase the value of the proconsul title, in order for it to be less easily lost upon taking actions the Emperor doesn’t like
  • In the first-person easter egg, groundplates/roads shouldn’t disappear anymore in certain angles
  • We’re looking into Raiders not being defeatable/spawning without their main building
  • Sandarac Tree Nursery will be reclassified as plantation

Talking about both DLC and patches, in the last weeks we’ve held both playtests for “The Hippodrome”, as well as a very early playtest for “Dawn of the Delta”.

Like the playtests we’ve done in the year leading up to the release of Anno 117: Pax Romana, our goals here were to gather feedback on both the overall state, but also the aspects “fun factor”, balancing and UI/UX.

These types of closed playtests will continue for all future gameplay content, and while we can’t go into the details of the provided feedback here, we received valuable input on the UI/UX side of the Hippodrome DLC and its connection to the rest of the game, as well as the province layout of DLC 03 and the clarity/onboarding of its features.

Community Spotlight

Closing the update with a Community Spotlight once more, starting with this website DukeEntropy created: it lets you pre-plan trade routes in preparation for our next Anno 117: Pax Romana session.

To quote them: “I made a website to plan my Anno 117 island and trade routes. Since I cannot play anno during work hours, but I can go to the internet and plan my anno game during work hours.”

Check it out here: https://antondemeester.github.io/anno-planner/

Moving over to the art side, Dulcamarra recently shared a comic summarising her experiences with the volcanic eruptions.

You can find more of her art on her Instagram.

Finally, we also want to feature here some of the awesome screenshots you took for “Prophecies of Ash”, capturing both the island itself as well as the volcano and its eruptions in particular.

DevBlog: Fire and Destruction – the job of a Technical Artist

Salve Anno Community!

My name is Oliver Mertins, Senior Technical Artist on Anno 117: Pax Romana. I’m with Ubisoft Mainz for 5 years and have started on Anno 117: Pax Romana at the very beginning.

 

Often, I get asked: “What does a Technical Artist actually do?”
Simply said, they are the glue between the Art (e.g. Level Art, 3D Art, Animation) and development departments (e.g. Game Play Programming, Engine Development, Tools Development).

While Artists tend to think in shapes, colors and timing, Programmers might think in game logic, code design patterns or data types. To bridge between them a Technical Artist is needed who understands both worlds and can support in meetings, write scripts and little tools to support the Artists, do research to explore new fields of interest or investigate into asset optimization to improve the game performance. They take care of the more technical art side, like building functionality out of node networks, creating control rigs for character or props, developing procedural materials or stunning visual effects using several techniques or even writing shaders.

When you think about Anno, you immediately think about building a beautiful-looking empire. But today I will show you how to burn it down to the ground, leaving destruction and chaos. Curious? Then read on

Creating a fire

In ancient times, fire was a central element for humankind to survive and prosper. It not only spent light at night but enabled us to cook and prepare food, manufacture goods and weapons and helped to protect against wild animals. But whenever we thought we had total control over the forces of nature, we were proven wrong, as the great fire in Rome under Emperor Nero showed, for example.
All these cases found its way into Anno 117: Pax Romana – but before we start to create and control an inferno, we need to start mastering small flames and sparks first.

For achieving a vivid blazing fire effect, we will combine multiple visual components starting with emissive flames at its core, sparks for tiny details, heat distortion and a light source to send out light and shadow to its surrounding, to behave believable in the game world. Some aspects will be artistically exaggerated compared to reality to be visible from the usual player-perspective or to create more dramatic imagery.

For creating animated flames, we jump into the most advanced tool for creating visual effects: Side FX Houdini. Here we gain the ability to create digital fire-based rules on how it would work in the real world. This is called a simulation and will be done for each element: the flame, smoke and embers flying through the heated air.

Since a high-resolution simulation contains too much data to process in a real-time game environment, we need to simplify the information by baking a single animated flame into a texture – the “flipbook”. It will be read from left to right and from top to bottom in a repeating fashion from a shader later.

Now we want to have the appearance of a three-dimensional object as well, so we create multiple moving points in space called “particles” and attach the flipbook at each point to create the overall moving fire shape. Here is an overview of the fire ingredients:

Of particles, heat effects and light sources

“But wait a moment, the flipbook texture is just black and white, where are the colors?”, you might ask.
By using a gray scale texture for the flames and a fire color ramp texture, we can later tweak the colors of all fires in the game at a central place. This makes iteration and achieving a consistent quality much easier. We go even further and split the color into two ramp textures, one for the emitting color and one for the pure albedo color. But this is just for a more vivid color shifting look. These will be used as separate inputs for our shader later.

What else would you expect from a fire? Right, sparks! Let’s add some:
Back in Houdini we create particles flying around affected by wind turbulence and gravity. We make them a bit bigger than in reality to have them visible even from greater distance.

Now that we have made the more obvious and “loud” components, it’s time to address the subtle ones. We want to feel the heat the fire sends out, meaning, we want to distort the air around the fire. So, let’s add a few particles for that as well. To achieve the effect, a normal map gets assigned in the shader which deforms the pixels behind it.

Since Anno 117: Pax Romana has a day and night cycle, our fire should light our way at night as well. For dancing shadows on surrounding walls or a gloomy atmosphere, adding a light source becomes essential.

In the real world not only, objects get lit but the air around the light source as well. Tiny dust particles fly through the air reacting and transporting the light further, creating what we perceive as beams or god rays for example.

And there we have it:

Combined with fireplaces and baskets it nicely illuminates the city:

Setting a city on fire (in-game)

Now that we made fire, let’s have a look at unloved fire city incidents.
In Anno 117: Pax Romana we have three types of incidents: fires, disease, and uprisings. The fire incident is what we want to have a closer look at.

 

Overall fire incidents were a complex topic because they required multiple departments to achieve the overall feeling. When the incident happens, residents panic and run away, resolver units come to the rescue, extinguishing smaller fires. The air fills up with smoke, rooftop holes become visible and multiple fires spread in dangerous rings across the city leaving ruins behind. Therefore, multiple types of fires and smoke effects in several sizes were created, position markers were added to every building and all pieces got balanced and adjusted. For example: in the first iteration the smoke was way too intense from the players’ perspective, hiding the actions of residents and resolver units.

Looking at a single residence building the visual dramaturgy can be explained:

First, smoke and small fires start to evolve, getting bigger and more threatening.
After the fire has eaten through the building, holes in the rooftop get visible, showing glowing and black burned wood beams. When the building has reached its end, it collapses to dust leaving ruins behind.

How to destroy a building

This leads me to the final topic: Building Destruction.
Since Anno 117: Pax Romana contains many different building types and creating an individual destruction animation would require significant extra hard drive storage, we came up with several solutions for specific cases.

The bulk of buildings which are not that often destroyed, get a shader solution with additional smoke and dust effects leaving the detailed destruction animation for military strategic targets like walls, towers, gates and the villa which get seen relatively often.

Usually, the buildings are created in an “onion style” meaning multiple single sided shells got added to compose a building. Unfortunately, this is not ideal for the destruction process for which a “solid” geometry – closed geometry from all sides – is needed.

Therefore, the mesh gets prepared to be solid first. Afterwards it gets cut into pieces – “fractured” as we say – by using simplified fracture patterns, each standing for a different material like wood splitting into long shards, while stone bricks stay as single bricks compared to concrete material crumbling into many pieces. Marble, for example, gets chopped horizontally into multiple pieces:

Now let’s have a look at how we achieved the destruction animation for the stone tower.

By having loose fractured pieces only, our tower would instantly fall apart in an uncontrolled way – but that is not what we want. So, to gain controllability, we glue the loose pieces together and remove the glue partly over time, exactly where and when we want. This results in areas where the tower crumbles first, then second and so on which looks much more realistic.

In our game engine – the Empire Engine – we use a technique called “vertex animation” to playback the animation of the falling pieces in a shader. This is an alternative method for animated meshes compared to the “bone with a skinned mesh” approach usually used for characters and animals. A vertex animation requires two animation textures, one for translation and another one for rotation of the fractured pieces in addition to the fractured mesh. All these get exported, converted and put together by a python script to speed up and smooth out the process.

This is only a high-level overview of the main process of how we destroy specific assets. The whole network to do all these steps bit by bit looks like this under the Houdini hood:

This brings me to the end of the insights into fire and destruction. I hope you will enjoy the effects as much as we do while playing Anno 117: Pax Romana.

Have fun,

Oliver