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Category: General

Union Update: GU4 and Twitch Drop Event

With July 30 less than a week away, the release of our first big Season Pass DLC „Sunken Treasures“ and our Game Update 4, which includes many quality of life changes, draws ever closer. But before we share the full release notes of GU4 with all of you, we want to talk about our upcoming “Sunken Treasures” Twitch Drop Event!

During the Event, which starts this Friday July 26, you will be able to watch how a variety of select Twitch Streamers explore Cape Trelawney and dive deep to retrieve lost treasures. But getting a preview of the upcoming content is not enough, as watchers of the streams will be able to unlock two exclusive billboard ornaments for their Anno 1800 game.


The only thing you need to do is to watch one of the selected channels playing Anno 1800 for a set amount of time while having your Uplay account linked to your Twitch account. And if you haven’t done so yet, you can check on how to link your accounts here: Ubisoft Twitch Drop FaQ

If you entertain yourself with Anno 1800 during the event for one hour, you will get the „Anarchy“ Billboard ornament and if you binge a channel for three hours, you will obtain the „Sunken Treasures“ Billboard to beautify your city.

You can find the full list of all participating Streamer here:
ValleGaming (German)
monstersandexplosions (German)
writing_bull (German)
Baso (German)
AnniTheDuck (German)
Caaaaate (English)
HeyChrissa (English)
Mathia (Dutch)
Midnan (Dutch)
Achterklap (Dutch)
Koinsky (French)
Scok (French)
EasterGamersTV (Turkish)
Chiches (Spanish)
rockalone (Polish)
losiugra (Polish)
urqueeen (Polish)

Game Update 4 Release Notes

Game Update 4 adds support for Anno 1800’s first DLC pack, “Sunken Treasures”, for all Season Pass owners. In addition to buying “Sunken Treasures” as part of the Season Pass, you can also buy it standalone or as part of the Anno 1800 Gold Edition (which includes Anno 1800 Digital Deluxe Edition and the Season Pass).

While “Sunken Treasures” is paid content, everything you will find in the Release Notes below will be free for all Anno 1800 players as part of Game Update 4.

You can now zoom the camera significantly further out, giving you a better overview of your majestic islands (which you can activate in the Gameplay options menu).

We have further improved and optimized game performance, leading to smoother gameplay across most graphics settings. As part of this, users will now also note an improved viewing range.

A new, improved minimum stock system has been added to the Trading Post. In order to replace the old system, we need to remove the old settings from all your existing trade routes.

We have reworked and rebalanced Expedition rewards to make them feel more rewarding across all difficulty levels. New expedition reward tiers per difficulty are now:

Easy => only uncommon or rare rewards.

Medium => Only rare or epic rewards.

Hard => Only epic or legendary rewards.

We have improved the usability of the trade routes menu, adding a text filter and a toggle for other ships displayed in the trade route menu strategy map. You can also select these ships to add them to your trade routes from the strategy map. Hovering over a trade route entry will now immediately show the trade route on the map. Finally, trade routes are now sorted alphabetically to make them easier to keep track of.

We have reduced the notifications spam for low threat incidents. Incidents such as small fires which are no major threat will no longer trigger a notification.

After several bargaining rounds, we have convinced the workers responsible for loading and unloading oil onto your trains to work faster, resulting in these operations happening twice as fast.

Incoming trade ships will now make full use of all harbors on an island, trying to avoid lengthy traffic jams in front of one harbor while others remain unused.

Architectural expos in your world fair will now reward you with more than three ornaments at a time.

Previously defeated pirates will now bring a small fleet instead of a single ship upon their return to the game. It now takes them 30 minutes to rebuild.

The multiplayer chat has been completely reworked.

BALANCING

Rebalanced the quality of rewards granted by resident quests.

Generally improved the generation of rewards for a variety of activities (quests, drops etc.). This can lead to some items appearing less often, while some previously very rare items will appear more frequently.

Rebalanced the moral value for difficulty level three expeditions. The morale bar should now fill up faster.

Quests:

  • Fixed an issue with missing objectives for “Open Book 2” voluntary quest provided by George Smith.
  • Fixed a missing icon in quest tracker/book for Princess Qing’s voluntary quest “Shadow Puppets: Part 3”.
  • Fixed the “jump to location” button for Princess Qing’s voluntary quest “Shadow Puppets: Part 3”.
  • Fixed the “Hostage Rescue” campaign quest where buyable frigates would fight Pyrphorian ships.

Items:

  • Fixed the specialist items “Actor” and “Sarah Bartok” which previously had an invalid effect for the Theatre building.
  • Fixed the “Poster of the Leader” item not having any effects (it now provides additional workforce and a bit extra happiness, but reduces taxes).
  • The “Footman” specialist item now provides more taxes.
  • Fixed items increasing the maximum residents being inactive after loading a save file. The item effects are now also calculated slightly different than before. Affected items are “The Withdrawal Amendment”, “Contraception Regulation”, “Papal Paper of Prenatal Preservation”, “Jakob Sokow, The Charitable Banker”, “Louis P. Hecate, Arm-Puncturing Pioneer”, “Chief George Doughty, Smouldering Hero”, “Saint D’ Artois, Vision of the Valley”.

Multiplayer:

  • Fixed an issue where a player could not be re-invited to a saved multiplayer match if they were not on the Uplay friend list of the player loading the save file.
  • Fixed the cancel invitation button having no icon in the “Invited Friend” section of the multiplayer lobby.
  • Added an error message for the client if the host leaves the multiplayer lobby.

UI:

  • Fixed an issue with the electricity icon being shown in the World Fair’s Foundation menu before electricity is needed.
  • Fixed text input in the trade route menu being reset if the player didn’t press the ENTER key.
  • Fixed “session transfer” or “expedition assigned” text overlapping the cargo slots in ship menus.
  • Fixed truncated text in ship menus when transferring to another region.
  • Fixed debug text being shown in trade menu tooltips if the camera was moved to another island in the background.
  • Fixed an UI issue in the charter route setup that occurred when dragging the amount slider out of the box, which could accidentally close the goods selection window.
  • Steam ships and sailing ships now have different icons to make them more distinguishable in the trade route menu.
  • The edit screen of the newspaper now shows the currently available influence (previously the publish button would just be greyed out when the cost exceeded the available influence).
  • Fixed an issue with overlapping icons in the marketplace menu when only artisans, engineers and investors were present on an island.
  • Fixed the working conditions menu sometimes not remembering values if the player would change the productivity by typing in the text field instead of using the slider.
  • Fixed the construction menu not remembering the category sorting when loading a save file.

Graphics:

  • Fixed an issue with flickering dirt roads while zooming the camera.
  • Fixed firework effect persisting after loading a save file

Localization:

  • Fixed a typo in the German localization of “Die Amazonen” expedition screens.
  • Fixed a German localization issue with Margaret Hunt’s reaction to one of their buildings being destroyed.
  • Fixed a typo in the English localization of the “Iron Dragon” expedition event.
  • Fixed English text shown in the German localization of the ship object menu if the player would send a ship to another session.

Misc.:

  • Oil ships should now approach the correct coast when multiple oil ships are assigned to a trade route.
  • Improved visualization of ships traveling between sessions on the world map.
  • Fixed ships moving at their individual fastest speed even if the “grouped” option was selected.
  • Fixed an issue with defeated pirate ships still being shown on the mini map.
  • Improved display of highlighted buildings when using the demolish tool.
  • Added three new filters for notifications when ships set on a trade route encounter a problem.
  • Fixed buffs granted by animals in the Zoo staying active even after the main building of the Zoo was demolished.
  • Fixed an issue in the newspaper after a war declaration where the player’s name was shown instead of the name of the AI declaring war.
  • Fixed several misleading tooltips in the World Fair menu.
  • Fixed visitor pathfinding around the Bank building.
  • Fixed the “Load Game” entry in the main menu being visible without a save file being present.
  • Fixed an issue where the last playable game profile could not be deleted without restarting the game.
34 Comments

DevBlog: Sunken Treasures

The Queen has vanished! But you track her south to sunny Cape Trelawney, site of a great naval battle. In Sunken Treasures’ new Storyline, you will set out on a journey to resurrect the glory of an empire through one of its timeless symbols, the Royal Scepter, lost to the depths during the war. Only by building a vast territorial capital, and seeking out a flea-bitten crackpot by the name of Old Nate—being among other things, an innovator in deep-sea diving—will you be able to restore the empire to its former glory. But beware, you are not the only one hoping to claim the power of the legendary artifact.

Our first big content drop for Anno 1800, Sunken Treasures, will set you on a quest for glory and riches, in which you make history, erecting a new capital to bring a dwindling empire back to its former glory.
We do not want to spoil the fun yet, but can say that an epic new questline will expand on the world of Anno 1800 and the background of its characters. In today’s DevBlog, we will put Sunken Treasures under the looking glass and reveal the first details of this sizeable first DLC (which is both available as part of our Season Pass, as well as stand-alone come release day).

Crazy inventions, lost treasures and dreams of a mega-city

Sunken Treasures’ epic questline, which will become accessible as soon as you reach 700 artisans for save games both new and old, will give you access to a whole new European session: Cape Trelawney.
Space in Anno is precious, as it is the most valuable resource in the jigsaw puzzle of growing a prosperous metropolis. While finding layouts for your production chains and space for your citizen to thrive is part of the fun, many of you always dreamed of something bigger.
With the new continental island, we want to give you the sandbox to toy around with your wildest ambitions. Three times as large as the biggest islands of the main game, this colossal landmass comes with 300 grids worth of coast and more natural resources and fertilities than ever before. While the session itself comes with additional big, medium and small islands to allow the AI to settle or to create your own outposts, the earth on the continental islands is fertile and its mountain ranges rich with resources. You won’t have to worry about keeping your Beer production running with cargo loads of imported hops, as the continental islands fertile ground will allow potatoes, wheat, hops and many other things to grow.

“The present is theirs; the future is mine” Old Nate

Rumors spread among your crew about a hermit living on an isle of wonders, a shabby-looking scavenger and inventor who prefers the company of his own automatons. But don’t let the cock-and-bull stories of your crew fool you; Old Nate may just be a genius— a genius who is willing to share his ground-breaking inventions with all comers, so long as the price is right…

Anno 1800 offers a huge amount of items to optimize your economy and to customize your playstyle.
While traders, expeditions, quests or city attractions provide you with various ways to get your hands on items such as precious specialists or machines, there is always a game of chance attached, as the rarity and type of item depends on loot tables.
With Old Nate, we not only introduce another Third Party character, but we are also giving you access to a new game mechanic, revolving around the inventions of the quaint inventor: crafting.

Armed with one of his groundbreaking inventions, the new diving bell steam ship, he will sent you on a hunt for sunken shipwrecks to bring him the construction materials needed to finish his experiments. Following your instinct, quests or the literal X marked on a treasure map (turns out X does sometimes mark the spot), will lead you to the wreckages of the old battle of Trelawney.
Once you found a wreck, you can launch the diving bell, which allows you to sink down to the bottom of the ocean floor to uncover its lost treasures.
The ship itself is quite an astounding invention. It comes with a unique combination of 6 cargo slots and 3 item slots, which makes it perfect for dangerous expeditions. It functions similarly to your flagship, which means you will only get one ship during the questline and if the diving bell ship gets destroyed, you will be able to replace it.
You can also enhance the ship’s special abilities with wondrous gadgetry such as the sonar, which will be your most powerful when looking for shipwrecks.

Once the bell is hoisted back up the surface, you can see what your courageous crew found down below. While precious spoils such as gold, or pearls, can be sold for a huge profit, the new scrap items show their worth as soon as you bring them back to the eccentric Old Nate, as they serve as crafting material for his inventions.

While the Cape is famous among soldiers of fortune, you will also be able to extend your hunt for Sunken Treasures to existing sessions like the New and Old World!

“To invent, you need a good imagination and a pile of junk.” Crafting

Once your ship is all loaded up with scrap of various quality levels, you can return your cargo to Old Nate’s island. In his workshop you gain access to a large variety of item blueprints for powerful devices such as automatons, which will come in handy when creating a larger-than-life city.
However, as you have total control and the freedom of choice to pick which item you want to create in his workshop, it is up to you to work out which combination of items work best for your production pipelines. Furthermore, every item needs a variety of different scrap materials to create, with increasing scrap costs based on the rarity of the item.
With the new crafting system, we wanted to provide you with a tool to create the items you truly desire. As you have full access to Nate’s blueprints, you can also plan ahead and work towards more powerful creations further down the road. Combined with the general pool of items in Anno 1800, the new crafting system becomes especially valuable in the endgame and we cannot wait to see how veteran Anno players will take advantage of the new possibilities to maximize the potential of their empire to levels previously impossible.

Expanding the world of Anno 1800

For the first big DLC, we wanted to work with as much player feedback as possible to expand the world of Anno 1800. With the large continental island, we are giving you a chance to create a true mega-city, and with the new crafting system you will have the agency over items that many of you asked for. We cannot wait to see your reaction to new storyline as many of you stated that you wish for more tales to unfold after finishing the campaign. There is even more than we mentioned today, such as new animals for your zoo, items for your museum or all-new secrets to unravel.

Last but not least, here is Sunken Treasures in numbers:
• A new storyline to experience, with up to 6 hours playtime plus dozens of new additional quests


• A third session including new small, medium and large islands as well as a continental island which is three times as large as the previously biggest island in the game.


• The additional third party trader “Old Nate” who provides access to a brand new crafting and diving bell feature.


• Over 100 new items, including new quest items, dozens of inventions to craft, additional specialists and new sets for your museum and your zoo.

How and when to get Sunken Treasures

We will see you again next week, when we will not only show you the DLC during our AnnoCast Live-Stream on Tuesday, July 23 at 4.30pm CEST, but also share the details about all quality of life features and other changes coming with Game Update 4. Spoilers: You may see a thing or two that the community has been waiting for, which will be coming free to all Anno 1800 players.

So how and when can you get your hands on Sunken Treasures? You will have three options to join us on this latest adventure:


Buying our Season Pass: It includes our three planed DLCs Sunken Treasure, Botanica and The Passage, at a rduced price versus individual purchases. You will also get access to some exclusive goodies in the form of two company logos, and an additional player portrait, which are only available as part of the Season Pass.


Buying it à la carte: Each of our three DLCs will be available as a stand-alone purchase at launch, though buying them this way will be more expensive than via our Season Pass.


The Anno 1800 Gold Edition: If you haven’t joined the industrial revolution yet, we have a new option for doing so in the best way possible, thanks to our new Gold Edition. This digital purchase will be available on the Epic Games Store and Uplay, and will include both the Anno 1800 Digital Deluxe Edition and the Season Pass, giving you the full Anno 1800 experience in one handy package.

All of these options will be available to you when Sunken Treasures launches alongside Game Update 4 on July 30.

18 Comments

Union Update: Anarchic News

Our last Union Update for May not only brings you all the information you could ask for regarding next week’s Game Update 3, but also news on our next live stream. Finally, the Anno 1800 team is looking for some new blood, so let’s get right to it!

As you saw when we announced our Season Pass, we have some big plans for Anno 1800. To realize all of them, we are currently looking for some reinforcements to join our industrial revolution. So if you have experience working in game development and would like to help us shape the future of Anno, you should definitely check out our career portal!

We currently have the following openings:

3D Engine Programmer

Tools Programmer

Gameplay Programmer

Senior Game Designer

Lead Narrative Designer

Senior QA Tester

And right before the content launches, we will have another Community Corner Live-Stream with our Community Developer Bastian.
Tun in next Tuesday June 4th to have a closer look on the the Anarchist’s island while Basti answers your questions about the DLC and other community hot topics.

Anno 1800 – Community Corner: The Anarchist
When: Tuesday June 4th at 5pm CEST / 11am EST / 8am PST / 3pm UTC
Where: http:// twitch.tv/ubisoftbluebyte

Release date: June 5, 12pm UTC/ 2pm CEST/ 8am EST/ 5am PST

Download size: roughly 3GB

Highlights

Game Update 3 adds support for The Anarchist character and associated content for all owners of the Digital Deluxe and Pioneers Editions. Owners of the Standard Edition can buy The Anarchist as part of the Digital Deluxe Edition Upgrade.

The first expedition event from our Anno Union contest and vote, “The Great Sickness”, is now in the game and awaits intrepid explorers.

We have reworked interface elements for the World Fair Monument, the Court of Justice and the Excavation Site. These new menus will give players better readability.

You can now find new items for purchase at the harbors of Eli Bleakworth, Archibald Blake and Carl Leonard von Malching

The “Anno Union Emblem” company logo is now available for all users and can be claimed from the Club Rewards section on Uplay. Go Anno Union!

Balancing and Improvements

Improved trade routes to prevent sudden player bankruptcy

  • Previously, it was possible for trade to spend more money than the player currently had in their

balance, which could lead to an unexpected and sudden bankruptcy. During our investigations, we noticed that this was a reason for players suddenly losing a game without fully understanding why.  

Rebalanced the way power plants handle workforce.

  • They will now shut down if they have less than 50% of the required workforce (previously this could happen with any loss of workforce).

Ship improvements

  • Improved the behavior of ship illnesses that could easily go out of control.
    We sent out a group of expert physicians to counter the ongoing spreading of the plague on your ships. Ships can only contract or spread the illness to a harbor and will not be able to infect other ships anymore. This should put an end to the ongoing epidemics, which could be a problem for late game empires with lots of ships and trade routes.
  • Improved the Military AI behavior. Now, the behavior should be more natural and ships should not flee without reason.
  • Improved selection when double clicking on a ship with the intention of selecting all ships of this type.
  • Added the Oil tanker to the list of ships that Archibald Blake sells on his island.
  • The Oil Tanker can now be sold, bringing it in line with other ships.

General Balancing changes

  • Rebalanced the reputation gained from big trade deals via Diplomacy Menu.

In some combinations, it was possible to exploit the trade deals with NPC’s to max out their reputation in a short amount of time without much of an investment. We rebalanced the reputation gain for trading to make it more reasonable.

  • Improved the bonus to force attribute provided by Steam Carriages, Beef, Dynamite and Coffee during Expedition events.
  • You created stunning metropolises and the word about your utopian island paradise is spreading through the world of Anno. We rebalanced the attractiveness requirements for rare visitors to arrive at your tourist harbor earlier. Previously, legendary visitors would not set their foot into your city before you reach a minimum attractiveness of 5000 and with Update 3, you will be able to get legendary visitor items with a rating of 1750. Further balancing changed the attractiveness rating for rare visitors to 450 and a chance for epic visitors to 1000. This will bring more value to the tourist feature while also providing you with more freedom to customize your playstyle thanks to the items. We realized that due to the high requirements, some legendary items have rarely or never been found by players. That means that the powerful Pyphorian Naval Architects, which enable you to build their infamous steam ships, will finally find their way on your island.
  • In the same wake, we changed the item pool of Third Party trader Eli Bleakworth. He will not only offer a bigger pool of specialists, some of the convicts, which had been locked away in dark and lonely detention cells (such as poor Keralis), will now appear more frequently.

User interface and experience improvements

  • Improved the behavior of the music when a large-scale incident occurs. From now on, the dramatic music should be a bit less prominent to your ears and nerves.
  • Reduced the frequency of notifications tied to dropping workforce on an island.
  • Reduced the frequency of notifications tied to hostile island takeovers.
  • Hitting the “Escape” key will now close the Transfer Goods Menu.
  • Added various extra information and new tips on game loading screens for users to discover.
  • Improved the loading times on many interface graphics.
  • Improved readability in the German version of the “Baptism of Fire” expedition event.
  • Improved some of the UI elements displayed in the Newspaper Archive.
  • Aligned the consistency and style of several interface icons
  • Improved the transition between expedition menu and gameplay screens.
  • Improved readability and tool tips for the Trade menu.
  • Improved the way character`s emotions are visible while in the Diplomacy menu during an audio line delivery. Animations should now be more consistent with the audio lines.
  • Improved the visibility of the visitor’s dialogue in the Monument menu during a Monument event.
  • Removed automatically generated profiles, which could contain unsupported special characters in their names.

BUGFIXES

Stability fixes improvements

  • Fixed stability issues in multiplayer where match setup with two or three players could lead to an infinite loading screen.
  • Fixed stability issues where the creation of several new games in rapid succession could lead to a crash.
  • Fixed an issue where the game could crash if certain shortcuts were spammed while in the save game name dialogue.


Campaign and quest bug fixes

  • Fixed an issue in campaign where premature destruction of the trading post on Prosperity could block completion of the “Prosperity for all” quest.
  • Fixed an issue in the campaign where upgrading some quest-critical buildings could break quests.
  • Fixed an issue where Refugee’s campaign quests could not be completed if ship with refugees equipped were transferred between sessions.

General Bug fixes

  • Fixed an issue with newspapers mistakenly displaying articles about missing goods that were actually being provided. This could happen due to residence buildings that do not need the respective goods mistakenly being considered as not being satisfied. The improved logic for this will now only take buildings that actually need the goods into consideration. No power to fake news!
  • Fixed an issue where moving around harbor buildings during an attack could lead to military AI units being stuck.
  • Fixed an issue where using invalid characters in editable fields could break the associated save file.
  • Fixed an issue where changing the graphics settings for “Feedback Quality” would not be properly applied.
  • Fixed an issue with the “Party like it’s 1851” and “Annoholic” Club Challenges not properly unlocking once all requirements are met.
  • Fixed the achievement “Gold Digger”, which previously unlocked for the player as soon as any session participant reached 100.000 coins.
  • Fixed potential issues with moving around and then upgrading blueprints of harbor buildings.
  • Fixed an issue where the monument would sometimes show the tool tips for the previous phases.
  • Fixed an issue with invalid items and special visitors.
  • Fixed a shortcut key, which would mistakenly permit the player to place an Old World warehouse in the New World region.
  • Fixed an issue where the Military AI would not realize that a hostile takeover has occurred, which would lead to a never-ending state of war.
  • Fixed an issue with the logistic system where available storage space was sometimes not fully utilized.
  • Fixed an issue where during an escort ship quest the ship following the intended target would move at a lower speed than intended.
  • Fixed an issue with the Old Bell item that would not work on the Gold Ore Mine in the New World.
  • Fixed onscreen notification when user sells goods via passive trade.
  • Fixed a problem where Jean La Fortune from The New World session was shown in the Diplomacy Menu before The New World session has been discovered.
  • Fixed an issue where newspaper article tool tips would not display properly.
  • Fixed an issue where disabling the right-click menu in the options could be reset after restarting the game.
  • Fixed an issue where the wrong info layer would show on top the Charcoal Kiln if it was placed in blueprint mode.
  • Fixed an issue where moving a Commuter’s Pier that was not connected to a street would activate the transfer.
  • Fixed an issue where the Oil could not be manually transferred to the Oil tanker via Trade Menu.
  • Fixed an issue where item effects would not disappear if the associated building was destroyed.
  • Fixed the “Banker” item that would not increase the range of the Bank. To mitigate this issue, the effect has been removed and changed to target residence buildings.
  • Fixed an issue with pirates remaining in the game after being defeated. Sorry guys, you are out.
  • Fixed an issue with ships being erroneously shown on the wrong trade routes in the menu.
  • Fixed an issue with ships being displayed in the trade routes menu after being sold.
  • Fixed jumps between gameplay notifications and the Trade Route set-up menu.
  • Fixed an issue where the White Flag item could break the peace mode if moved between ships.
  • Fixed a text problem displayed in the Trade Menu as “Select station from the list” when no list existed.
  • Fixed various problems where ships that were part of a quest could be infected by incidents, therefore spreading the incidents to the islands next to which they were stationed.

UI, UX and Localization fixes

  • Adjusted the profanity filter to more lenient with certain words.
  • Fixed various instances of text being cut off in Expedition tool tips on the world map.
  • Fixed an issue with city incident-related Newspaper articles not being properly applied.
  • Fixed an issue with mob-quest-type objects not properly interacting with bridges.
  • Fixed many minor text issues for increased consistency.
  • Fixed various problems with items that would accidentally swap the actually produced items, such as “Marcel Forcas, Celebrity Chef”.
  • Fixed an issue where tool tips were shown as empty boxes for empty slots in the construction menu.
  • Fixed readability issues with text on colored tool tip boxes.
  • Fixed text issues where line breaks where displayed in various expedition events.
  • Fixed text readability in several expedition screens.
  • Fixed an UI issue that could occur when using the workforce slider.
  • Fixed UI issues for the banner notifications displayed in the New World for upgrades of the Town Level.
  • Fixed UI issues for banner notifications displayed when expeditions ended.
  • Fixed UI issues with the downgrade button in various object menus.
  • Fixed UI issues with the display of “Father’s Diary” on various screen aspect ratios.
  • Fixed UI issues with the mini-map that could affect readability when zooming in.
  • Fixed various UI issues in the Multiplayer Lobby screen.
  • Added missing text for a few subtitle lines in German localization.
  • Added missing text for some notifications in the Korean localization.
  • Fixed some UI issues in the Notification archive section.
  • Fixed some text issues with quest descriptions in the Russian localization.
  • Fixed text issues in the French and Italian localizations where the text could overlap various UI elements in the Shares Menu.
  • Fixed an issue with the fast-forward in the game’s credits not working properly.
  • Fixed a text issue in the Japanese localization with missing attractiveness values in some menus.
12 Comments

DevBlog: I want to be anarchy

The class struggle in the 19th century was a clash between capital and labor, between the money aristocracy seeking profit and the working people yearning for their individual rights and a sustainable way of living. To break the chains of the ruling class, many of them organized in unions and opened their minds to new ideas, preaching a more humane and progressive evolution of society. Naturally, some of those visions of what this new and better world could look like were more radical than others, stoked by agitators whose tongues were as sharp as any sword…

Dr. Hugo Mercier, the infamous Anarchist, will be the newest addition to Anno 1800’s diverse cast of characters. While ruthless robber barons like von Malching or visionary architects like Gasparov build their magnificent Metropolises on the back of the populace, the Anarchist is a true man of the people, breaking the chains of indentured servitude and freeing his citizens from capitalist oppression. At least that is what he will happily tell you, and anyone else willing to listen to his manifesto.

Us humble game developers, on the other hand, are happy to tell you how exactly he differs from other characters and what this means for you as the player, before we end with the cold hard numbers of content included with the Anarchist.

If thought corrupts language, language can also corrupt thought
Unlike other NPCs in Anno 1800, Hugo Mercier does not bend to the rules of capitalism, and many of his political beliefs are also reflected in his gameplay. While he will follow the general game rules that other NPCs (and human players) have to with regards of production of good etc., his islands will deviate from his competitors in some major ways.  One such drastic exception is that as a vowed opponent of capitalism, the Anarchist will not allow any investors to set foot onto his island, capping his progression at engineer level instead. He also has strong feelings about the monetary system and religion, so do not expect to find any banks or churches throughout his empire.

The same is true for tourism. While Mercier is happy to welcome any new believers to live on his island, he despises the notion of hordes of idling tourists dallying around his utopian cities. 

With all of those missing buildings, you may be wondering how Dr. Mercier keeps his citizens happy and following his party line? Those problems are nothing that a little bit of propaganda won’t fix. To this end, the Anarchist’s islands will have a unique look, as he will deck out his buildings with lots of banners, flags and posters to inspire his citizens’ love for the cause. To do so, he goes beyond just visuals- you will also see him constructing lots of speaker towers, which will play recordings of his teachings to his loyal subjects. You can of course listen in on them yourself to see whether you agree with his political leanings.

The Revolution devours its children

As it turns out, not all of his citizens do, which brings us to the defector feature. As Doctor Mercier’s grip on his islands tightens, many of his not-so-loyal-after-all subjects will be looking to leave his anarchistic experiment behind. To this end, they will offer you quests to accept them onto your islands. If you choose to do so, they will express their gratitude with rewards like new items or money.

At a certain point however, Mercier won’t accept you taking on all these defectors anymore, and may start to spread unrest among your own citizens with his agents. You will have to be very careful to manage this threat, lest anarchy and unrest can quickly engulf your own islands! To represent this in the game, we are introducing a new quest type related to his threat. For these, your citizens will make their demands known, leaving you with the choice whether you want to give in to their demand, or face the (sometimes dire) consequences, such as fires and riots in your city. Defectors will require players to constantly balance the benefits of receiving their rewards with the risks of anarchic mayhem spreading in your empire. Long-time Anno fans may recognize the conceptual similarities to the beggars in Anno 1404 (or Dawn of Discovery, as it was known in many regions).

Friend or Foe?

Of course, the defection mechanic is not the only way that players will be able to interact with the (fully voiced) Anarchist, who is a medium-difficulty opponent. Similarly to our other NPC opponents, he will also offer players a range of voluntary quests to undertake, during which they will learn more about the character and the beliefs driving him.

As part of that, he may occasionally ask you to print special propaganda articles in your newspaper on his behalf. These special marked texts will not cost you any influence to print and will provide you with powerful buys, though there will also be associate downsides for them.

Another aspect setting him apart from his peers is how trade-happy he is. Not only is he very easy to come to a trade agreement with, but he will also offer to sell you items, which is usually reserved for third-party characters like Madame Kahina. One of these items you will be able to acquire from him are the new sea mines, which speak to his defense-focused nature.

The Anarchist content and Game Update 3 (Release Notes on this coming next week) are planned to be released on June 5. He will be available to all owners of the Digital Deluxe and Pioneers Editions. Should you have bought the Standard Edition at launch, you can now upgrade to the Digital Deluxe Edition to not only gain access to The Anarchist once he is released, but also the digital art book, digital soundtrack and 4 unique company logos.

The Anarchist at a glance

New medium-difficult AI opponent: Dr Hugo Mercier, the Anarchist

New defection system to keep players on their toes

Over 50 new quests

Over 50 new items

Unlock his portrait and logo for your own profile

6 new Achievements to challenge players

2 new ornaments you can unlock via Ubisoft Club to build in your city

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Union Update: Rumors of Anarchy (Updated)

Hello, and welcome to another short, but nevertheless important Union Update! This time we will cover the release of today’s Game Update 2, give you first information on GU 3, and also tease you about our next major content release, The Anarchist. What fun!

Game Update 2 is out now

By the time you are reading this, we will have already released our Game Update 2, which includes a broad variety of bug fixes and balance adjustments. You can find the full list of release notes for this 850mb update in last week’s Union Update.

Coming up next: Game Update 3

Of course, there is no rest for the wicked, so we are already hard at work on our next game Update. While it is too early to go into details on the many fixes we are planning to include, we wanted to give you a first glimpse of what you can look forward to:

  • Eli Bleakworth has been busy locking up criminals, giving you access to a wider variety of specialists you can acquire on his prison island
  • We have reworked the monument construction interface for the world fair
  • Get ready to go an expedition with the first community-submitted event from our previous Union contest and vote

This Game Update will be released alongside the coming release of The Anarchist. Which naturally brings us to…

Coming next week: Our DevBlog on the Anarchist

As previously announced, our first big content release after launch will be The Anarchist character, whom you can already secure today by buying the game’s Digital Deluxe or Pioneers Edition of the game (or via the Digital Deluxe Edition Upgrade). Next week, we are planning to give you much more insights into this unique new NPC opponent and content, and some of the major ways in which he will differ from our existing cast of characters. Without giving too much away, let us just say that you will want to keep a close eye on your own islands when competing with his charismatic demagogue. Never underestimate the dangers of anarchy…   

Update: The Anno Union Company Logo is now available

You asked for it, so here it is: The much asked-about “Anno Union Emblem” company logo is now available for redemption from the Club Rewards section on Uplay. So go forth and represent the Union!

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Union Update: Looking at our next game update

In today’s Union Update, we will be looking at the release notes of our second Game Update for Anno 1800, scheduled for next week; this essentially means you are getting two updates for the (nonexistent) price of one. Just what would Leonard von Malching think about our deal making skills?

Release Notes for Game Update 02 ( planned for May 15, 2019)

Update 02 will include several bug fixes, improvements to the game’s stability as well as balancing updates for Influence and some of our ships. We will continue to improve the game based on community feedback with future updates, including further balancing and quality-of-life improvements.

One focal point for this update was the Influence system and the rate at which players can gain influence points to spend. We have also received a lot of feedback on Royal Taxes, but rather than simply rebalancing some numbers we are looking at a rework of the system in a future update.  

Finally, we are happy to say that Madame Kahina seems to have found a new, more reliable supplier for European fertility items, so make sure to check out her Emporium’s stock.

Balancing Changes

Influence
With the newest changes, players will have an easier time acquiring influence from population as well as from investors. Our goal is that player are able to embrace their own playstyle more freely, which could be hard for players who were heavily engaged in war or complex trade route networks in the earlier stages of the end game of Anno 1800. We also changed the Influence gain population soft-cap from 14.000 to 16.000 citizens. 

Finally, we tackled some influence perks that players felt were not rewarding enough considering the influence investment required. As it is our goal to reward the commitment to a certain playstyle, we buffed the overall benefit gains from influence specializations.

Influence Rebalancing:

 – Influence gained from population increased from +10 to +15 per increase

 – Influence gained from investors increased from +1 to +2 per house

 – Exponential scaling for influence from population kicks in later, at 16.000 Global Population instead of 14.000

Influence Bonus Improvements:

 – Propaganda category: Newspaper Effectiveness boosted from 5%/10%/15% to 7%/15%/25%

 – Trade category: Movement Speed boosted from 5%/10%/15% to 7%/15%/25%

 – Military category: Attack Speed boosted from 5%/10%/15% to 7%/15%/25%

 – Optimization category: Maintenance Cost boosted from 1%/2%/3% to 3%/6%/10%

 – Culture category: Attractiveness boosted from 5%/10%/15% to 10%/20%/35%

Changes to naval combat and ship diseases
We are happy to see that many players are engaging with the naval combat of Anno 1800 and will continue to improve the system based on community feedback. With Update 02, we wanted to focus on the passive defensive stance, which was not working as intended as well as an overall balancing pass on our ships. Our goal has always been to strive for a balance where both sail and steam-powered ships have their place and uses in the game, but we may have fallen a bit short when it comes to making steam ships a viable and attractive option in the late game. With these changes, we hope that we are putting more of the “dreading nought” into our battlecruisers.

We also re-balanced the illness on ships, so pandemics spreading through a network of trade routes should be less likely now, as the overall timer for the spread chance to trigger was raised significantly. 

Rework of the “Passive Defense” ship stance

 – Renamed to “Hold Position”

 – Ships using this stance do not move to attack a target

Steamship balance

– Battle Cruiser hit points increased from 5000 to 6000

– Battle Cruiser Damage per shot increased from 245 to 275

– Battle Cruiser Upkeep Cost lowered from 1000 to 850

– Monitor hit points increased from 2500 to 3000

– Monitor Upkeep Cost lowered from 600 to 300

– Collier hit points from increased from 3500 to 4000

Illness on ships

– Ship disease spread chance was 1% every 10 seconds; spread chance now is 1% every 30 seconds

– Ship disease duration was 15 minutes, and has now been lowered to 10 minutes

Changes to Madame Kahina’s item pool

Now, 20% of items offered at Madame Kahina’s harbor consist of  European fertilities, with rarities (uncommon, rare and epic) depending on player progress.

Improvements to game stability
With Update 02, we improved the overall stability of the Anno 1800 game client as well as fixed specific issues, which could cause the game to crash.

– Fixed an instance where toggling the Victory Conditions could crash the game when starting a new game

– Fixed issues which could lead to crashes If the game was running under DirectX 12

– Fixed an instance which could lead to crashes during campaign gameplay

– Fixed an instance which could lead to a crash while upgrading residential buildings

– Fixed several rare instances that caused general client instability

Fixed an issue which could prevent players from receiving  further quests or character notifications
We have fixed an issue that could prevent players from accepting any new quests or interacting with other characters in the game world, which blocked them from progressing in the campaign or with their sandbox quests.


Fixed some issues causing the railway system to stop working properly. 
The issue could cause trains to ignore the Oil refinery when the internal storage of the Oil Harbor was at max capacity, which could happen when players had a more complex network of different refineries connected to the harbor. 

Fixed an issue where happiness count would instantly drop 
when building a commuter harbor.
This issue could create a significant drop in residential happiness as soon as the commuter harbor was constructed.


Various gameplay fixes

– Fixed an issue that prevented the achievement “What’s that smell?” from unlocking

– Fixed a rare issue where the player could get locked out of expedition events

– Fixed an issue where losing an island with Trade Unions would not refund the influence spent on those unions

Fixed graphical issue in top-secret, nonexistent first-person mode

Various fixes and visual improvements to the First-Person Mode Easter Egg. Which totally does not exist. Enjoy the view!

Fixed a variety of UI issues.

– Fixed the button positioning on “Desync Detected” screen

– Fixed an issue where the button of “Father’s Diary” would shift positions at some screen resolutions

– Fixed an issue where “Unmute All” text shifted position on the multiplayer chat settings window

– Fixed an issue where City Incidents buildings would interchange their object menus

– Improved the info tips for fertility items, as they were unclear on what they could be used on

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Union Update: A Contest, and lots of videos

Today we are short on text, but have lots of videos to entertain you in-between those lengthy Open Beta sessions this weekend. But first- your chance to win something!

Show us your love for Anno and win a vinyl soundtrack
As announced during yesterday’s AnnoCast twitch stream, we are giving away one of the limited Anno 1800 Vinyl Soundtracks from our friends at Blackscreen Records (which we will happily sign if requested by the winner). We also have one runner-up prize, which is a signed Anno 1800 t-shirt. To claim this piece of Anno history for yourself, you have to get creative, and perhaps even a bit crazy. In short: We want you to show us your love for the Anno series. The more inventive, the better! Whether you create a music video or record an audio play, we want to see you express your creativity as it relates to Anno.

Show us your creations in this forum thread here, and make sure to use the hastag #Annophony if you want to share them with the world on twitter. You can submit your content until 11:59pm UTC on Friday April 26.

Enjoy our Accolades trailer
With only 4 more days to go until the big day, we have released a new trailer for you all to enjoy, including some of the accolades Anno 1800 has received from press so far.

 

Anno 1800 Influencer Challenge
Our colleagues at Ubisoft US have challenged four popular strategy gaming influencers to see which one of them would make the best 19th century island governor.

For challenge number one, they had to compete to see who could reach 5.000 citizens first. Fair to say that their the approaches (and ethical standards of living) they settled on to reach this goal differed a lot between our contestants…


Alex the Rambler

Blitz

Draegast

Drew Durnil

We hope that our contestants provided you with some inspirations for our own Anno 1800 adventures! Check back next week for part two of the challenge, as they race to be the first player to reach the New World!

Reminder: Play the Open Beta to claim your ornament

Don’t forget to play the Anno 1800 Open beta this weekend to claim your chess table ornament for the full version. The Open Beta is available to everyone via Uplay and the Epic Games store.

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Vote: Community Expedition Event

After reading through dozens of creative, smart, surprising and sometimes funny expedition events, we are ready to open the next Anno Union vote!

However, before we present our final entries, a few words about the amazing work of everyone who participated.  Once again, we had a tough time making the final decision which events should make it into the voting. Some stories amazed us with their incredible love for detail while others impressed us with their visual design and representation.
At the end, we had many favorites, so our narrative and design team had to come together to make a tough call: deciding for the finalists for the community vote. Decisions were made based on the general idea, flair and design of the event, while we also had to take into account if the entry would fit into the game and whether they would make a great addition to the existing roster of expedition events.

Therefore, without further ado, here are the final entries:
Argurino: “Darwin Expedition” or “The Voyage of the Beagle”
Follow the footstep of great scientific adventurers like Charles Darwin, on a curious hunt for mother earth’s last great secrets. In a seemingly unknown and wild archipelago, will your discoveries cause furor among fellow scientists back home or will your curiosity take its toll among your comrades? If you want to change the world, you have to be willing to take all risks necessary.
Editor’s note: As Anno is merely inspired by history, but does not use actual personalities, we renamed the event to “The voyage of the Beagle” to keep the reference to Charles Darwin.
Our team thinks:
“Interesting to have the crew face the different dangers related to the exploration of a tropical island in a single event. Moreover, it is related to a real life discovery.”  Marie Rouzié, Narrative Designer
Hexagon19: “Isla de los Muertos”
A tale of old legends and auspicious treasures. This event leads your crew to a mysterious island, haunted by the ghostly remains of the last unlucky soldiers of fortune who tried to unravel the island’s mystery.  Are you brave enough to press forward into the depths of an old pirate cave and will you be able to reap the riches and to uncover the truth about the “Isla de los Muertos”?
Our team thinks:
“This one convinced me as Hexagon19 clearly understood the Expedition system and how it works which evidently shown in the structure. It’s a “classical” pirate story and reminds me of Treasure Island.” – Sebastian Knietzsch, Senior Game Designer
Hojny87: “The forgotten civilization.”
With great power comes great responsibility. In an age of exploration, where the old world taps into the last unknown corners of the world, you brought something with you that might decide the fate of a once untouched paradise. A dramatic event with high stakes where your actions will decide the destiny of an old civilization.
Our team thinks:
“Great idea to have the event starting with a disease carried by the local population, probably caused by the crew spending time with them. This feels really different from other events we have already created and provides an interesting look at a very real problem: discovering new cultures at the risk of endangering them.” – Marie Rouzié, Narrative Designer

The voting will be open until January 2nd, giving you ample opportunity to cast your vote in favor of your preferred expedition proposal.

We say thank you to all members of the Anno Union who participated in the contest. While we had to decide on three final entries based on a variety of factors, including how they would fit into the existing game, we are proud that there is so much creative power in our Anno community.

And before we go, a small reminder for all Admirals out there: save the date for the upcoming AnnoCast this Thursday at 4.30pm CET, if you want more details and answers to your questions on our Naval combat system – twitch.tv/ubisoftbluebyte

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Igne Natura Renovatur

Who have we here? You are in dangerous waters. You know not with whom you meddle. Leave if you value your life. Else all shall burn.

We are the fire bringers. The sixth age of man approaches. All must bow to the flames. You will be our fuel.

The fire will burn forever.

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Union Talk: Player Feedback

Today, we want to present you our first Union Talk, where we sit together to talk about Anno Union relevant community topics.
With our big reveal in 2017, we invited Anno fans around the world to share feedback to help us developing Anno 1800. Thousands of comments and 120 blogs later, how has the community actually changed the game for the better?
Our Creative Director Dirk “Karrenschieber” Riegert will give you some insights how your comments and participation helped to shape the New World and other important game content.

Let us know if you liked the idea of our Union Talk, is that something you would love to see more in future and topics you would like to see tackled in the next episode?

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