We are currently working on Game Update 6.1, which will fix the issues you can see below. We will share more informaton on the releasem timing and download size once they are available, so keep an eye on this spot!
Fixed a potential crash that could occur at game start.
Fixed an issue that could cause performance drops when a lot
of ships were simultaneously switching sessions, which would have especially affected
larger save games.
Fixed an issue with the fog of war returning to islands
after loading a save game.
Fixed an issue that could cause performance issues in co-op
Fixed a visual issue with fire effects not being correctly
aligned on the affected ships.
As we get closer to next week’s update hattrick of The Passage (available as part of the Anno 1800 Season Pass or as a stand-alone purchase), co-op mode and new statistics system (available as a free update to all players), one question has become prevalent within our communities: “What`s next for Anno 1800?” Does The Passage mark not only the end of our Season Pass, but of development overall? Or can Annoholics look forward to more industrial adventures in 2020? Today, we want to answer that question by raising the curtain just a little bit…
Bring the Holiday
Spirit to your cities on December 10
First, we have one more surprise in store for next week- the release of our “Holiday Pack”. This standalone DLC Pack (not included in the Season Pass or any editions of the game) adds a total of 23 new ornaments to the game, allowing players to build their very own Christmas Markets in their cities- including huts, Christmas trees and even a carousel featuring some vehicles from the game!
If all this sounds familiar
to you as Anno fans, you are right; we did similar content packs for Anno 2070
as well, like the “Eden Series Package”. So why bring them back now? We know
that Anno players love few things more than having new buildings to add to
their cities, and there can never be enough variety when it comes to
decorations and ornaments! At the same time, feature-rich DLCs like The Passage
take several months of development, making it impossible for us to release them
as frequently as we would like to deliver new content to you all to keep Anno
1800 exciting and fresh.
As a compromise
between these aspects, our talented art team has created this pack of
Holiday-themed ornaments to see if this is a content format that will appeal to
the Anno community. Should the Holiday Pack prove popular with players, we
would love to create more such themed packs in the future. Who knows, we could
even run a vote on the Anno Union to decide on future themes to give you all
something to look forward to as we work on new gameplay content!
And speaking of which…
There is more Anno
1800 on the way!
Enough teasing, here
is what you all wanted to hear: The Passage is not the end for Anno 1800, and
we are working on new gameplay content and features to further expand the world
of the industrial revolution in 2020!
There is however a
caveat: The team has been busy finishing The Passage and Game Update 6, and it
will be some time before we will be able to share more concrete information
with you all.
With that said, we hope you are as excited about this news as the team is, and we look forward to talking more about the future of Anno next year!
The invention of the light bulb was more than a mere boon to comfort and luxury. This new way of illuminating the darkness was also an inspiring force for creative minds and a motor for the industry, unshackling them from the natural rhythm of day and night. With electricity playing such an important role in Anno 1800’s economy, there was a strong desire from our community to have a true day and night cycle in the game. Finally, this wish became reality with Game Update 4. As the days are getting ever shorter, what better time to shine a light on this major visual update than in today’s DevBlog!
A true passion project for the players – the beginnings
Since the early days of development, we had been toying with the idea to add a day & night cycle to Anno 1800, similar to the one from 2205. In reality, game development often means throwing a lot of ideas onto a wall and then deciding which ones may be a crucial must-have features, while others end up on a potential “nice to have later” list. While the day & night originally did not make the cut, many Union members told us repeatedly that they would love to see a return of that feature to the series.
Therefore, when some members of our art team had a bit of time available after launch, they immediately set out to realize this previously scraped idea from the early days of Anno 1800. This plan was quickly validated by the modding community jumping on the topic, which showed the big interest in having this functionality in Anno 1800.
Let there be light – developing the Day & Night feature
As is often the case, our artists are perfectionists once they have their hearts set on a topic.So it was clear from the get-go that an official day & night cycle could not simply be about adding a dark night, and sun and moon cycles. Instead, almost every asset players can build would have to be reworked to make sure they look their best, no matter the time of day. Ranging from new glowing textures for illuminated windows to tons of new light sources to ships sailing the nocturnal oceans, we added over 1000 new light sources and changed more than 200 existing assets to provide the intended ambience during the night.
We also had to ensure that the new light sources would start shining during specific times of the day and account for the additional gloom of our dusk and sunset scenarios. In the 19th century, cityscapes started to change drastically with the introduction of the lightbulb. We depicted this in the game world with a more blueish tint to our electric light sources, as opposed to the warmer, yellowish light of candles and fireplaces; this way, a heavily industrialized metropolis will look and feel notably different from a rural hamlet’s atmosphere.
Our modern cities are awash with artificial light during the night but back then, they were comparatively sparsely illuminated. Once more, we decided for a tradeoff: we wanted to create an appealing contrast to the darkness while we also did not want to outright dismiss that feeling of a gone century in the midst of transformation into the modern world.
Players would also expect that their city would appear much quieter during the night, but Anno’s cityscapes are normally famously bustling with life. As a result, we had to send our feedback units through another development pass, where we had to reduce the overall amount of residents following their daily business while again, adding and altering light sources. As a result, the streets are less crowded during the late hours. You may also notice some other subtle changes, such as removing the kids from the schoolyard during the night or adding more musicians to the pub to let it appear livelier in the after work hours.
Finally but crucially, we wanted to give the player full control over the scenery. For that, we had to program the functionality to allow them to change the time of day at their convenience or to go for one of our presets, such as daylight, dusk, dawn or midnight. While we decided to make the night hours shorter than the actual day for gameplay convenience, players would also be able to decide to stop the cycle altogether to enjoy their sunset for as long as they like.
It’s not always style over substance – Impact on Gameplay
While changing hundreds of assets manually was a huge albeit worthwhile task, there was more to it than just adding another layer of visual fidelity. In a game like Anno, readability is an important factor to provide a satisfying gameplay experience.
While various tooltips and windows help you to keep an overview about events in your empire, the game also transmits a lot of information through visual feedback happening in your city. A night setting naturally makes it much harder to read what is going on, which necessitated the addition of all these new light sources to make sure that you could still identify all buildings, and not lose track of your ships.
We also played around with ideas how the shift from day to the midst of the night could affect gameplay, and while it would open many possibilities, we realized that doing so would simply add a lot of unnecessary micromanagement, without actually benefiting the overall game experience and player fantasy.
Day & Night, a joint effort
While we have primarily talked about our artists, the day & night update was a collaborative effort from the whole Anno team, drawing on all disciplines from art and engine R&D (research and development) to programming and interface. Judging by the countless of majestically lighted nocturnal cityscapes we have seen online, we are very happy with the results of this effort, and hope you agree as well.
What is your preferred time of day for your empire? And do you make extensive active use of the options available, or do you just roll with the natural rhythm of night and day? Let us know in the comments below!
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!
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.
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
it was possible for trade to spend more money than the player currently had in
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
will now shut down if they have less than 50% of the required workforce
(previously this could happen with any loss of workforce).
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.
the Military AI behavior. Now, the behavior should be more natural and ships
should not flee without reason.
selection when double clicking on a ship with the intention of selecting all
ships of this type.
the Oil tanker to the list of ships that Archibald Blake sells on his island.
Oil Tanker can now be sold, bringing it in line with other ships.
General Balancing changes
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.
the bonus to force attribute provided by Steam Carriages, Beef, Dynamite and
Coffee during Expedition events.
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.
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
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.
Stability fixes improvements
stability issues in multiplayer where match setup with two or three players
could lead to an infinite loading screen.
stability issues where the creation of several new games in rapid succession
could lead to a crash.
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.
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
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.
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
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
New medium-difficult AI opponent: Dr Hugo Mercier, the
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
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
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!
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.
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
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
– 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
– 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
– Ships using this stance do not move to
attack a target
– 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.
an instance where toggling the Victory Conditions could crash the game when
starting a new game
issues which could lead to crashes If the game was running under DirectX 12
an instance which could lead to crashes during campaign gameplay
an instance which could lead to a crash while upgrading residential buildings
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
Various gameplay fixes
an issue that prevented the achievement “What’s that smell?” from unlocking
a rare issue where the player could get locked out of expedition events
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
the button positioning on “Desync Detected” screen
an issue where the button of “Father’s Diary” would shift positions at some
an issue where “Unmute All” text shifted position on the multiplayer chat
an issue where City Incidents buildings would interchange their object menus
the info tips for fertility items, as they were unclear on what they could be
A cityscape of smoking chimneys. Streets brimming with life, as the upper classes take to the zoo for a day out with the family. None of these evocative scenes could unfold their full impact on the player without the proper musical accompaniment. Orchestral soundtracks have always been a key part of the Anno experience, and this is no different for Anno 1800. So join us on a journey intot he creation of Anno 1800’s grand soundscapes.
Let us raise the curtain for veteran composer Tilman Sillescu (who has been working on the music for Anno games since 1701) and his team at Dynamedion, as they carry you away into the world of the industrial revolution:
And while we focused on Tilman in the video, we would be remiss to forget all the other talented composers who contributed to the game, as seen here:
If all of the above has put you into the right mood to light candles and to dust off your old record player, we have some great news for you! We have created a limited vinyl edition of the Anno 1800 soundtrack in partnership with Black Screen Records! If you want to call one of these precious records your own, you get still get them here.
One of the most frequently asked questions over the past weeks and months has been what kind of post-launch content and support players could expect from Anno 1800. Today, we are happy to answer some of those questions, as we announce our Season Pass, which consists of three DLCs (which will also be available separately) that we plan to release throughout 2019. We are also giving you a first glimpse at our free content plans, and detail how you can upgrade your standard edition of the game to the Digital Deluxe Edition to secure the Anarchist character that we will release in the coming months.
The 1800 Season Pass is here
Let’s start with the biggest news: We are announcing the Anno 1800 Season Pass, which will give players access to three big content drops that we will be releasing throughout the year.
Our goal with these DLCs is to offer a variety of content that expands on all the new features and systems of Anno 1800. This includes some new additions that the community has been asking for or speculating about. So let us a first teasing look at what to expect when you buy the Season Pass.
DLC 1: Sunken Treasures
Expand your island with a new European session and large continental island, as you join an eccentric inventor and his diving bell on a treasure hunt.
DLC 2: Botanica
Grow your city’s attractiveness to new heights with a modular Botanical Garden, allowing you to earn new items and rewards as you draw the tourist masses to your floral masterpiece. Alternatively, construct the new Musical Pavilion and enjoy beloved tracks from previous Anno games inside your city.
DLC 3: The Passage
The Passage will take you on a new adventure to the Arctic Circle as you explore the legendary Northwest Passage. To succeed in this merciless climate, you will need to construct an arctic outpost and master all-new production chains and goods.
Cosmetic Content (available on Day 1)
Buyers of the Season Pass will also immediately receive three cosmetic customization items that you can use to customize your game profile for multiplayer: the prisoner portrait, and two exclusive company logos (“Promethean Fire” and “Eagle Crest”).
The Anno 1800 Season Pass is now available for digital purchase and is priced at 24,99$/€.
Upgrade your game to Digital Deluxe and secure the upcoming Anarchist character
Another question that has frequently popped up is how players who have bought the standard edition of Anno 1800 could get access to the Anarchist character when it is released. This is now possible, thanks to our Digital Deluxe Edition upgrade, which you can now buy to upgrade your version of the game.
Doing so unlocks fours things for you:
Access to the Anarchist character (once he releases in the future)
4 unique company logos you can use to customize your profile (now available)
A digital version of our beautiful artbook (now available)
A digital selection of music from Anno 1800’s orchestral soundtrack (now available)
Also, to avoid any confusion: The Anarchist is only available as part of the Digital Deluxe Edition, the Digital Deluxe Edition Upgrade and the Pioneers Edition. It is not part of the Season Pass (see above for details on what is included in the Season Pass).
So, who is the Anarchist, exactly?
“A self-proclaimed anarchist, Dr. Mercier has created a radical new society free of the state. Formerly champion of a union of student dentists, Mercier was asked by the Queen to use his popular appeal to pacify increasing threats of revolution in her territories. Instead Mercier sided with the protesters, declaring the people’s complete independence from crown authority.”
In game terms, the Anarchist is a new NPC opponent you can select to play against, including his own unique set of quests and rewards for the player to tackle. And while we don’t want to spoil too much, we can safely say that he will bring a very flavorful and unique playstyle to the game, with his own set of behavioral rules that mirror his views on politics and society.
Consider yourselves warned…
Did someone say Free Content?
As you can see from the above, we do have some big plans to support Anno 1800 and to make sure it stays exciting and fresh for our Annoholics. To this end, we are also planning to deliver regular Game Updates that will be free for all players of Anno 1800. Those will not only include bug fixes and ongoing balancing, but will also include all-new game content- some of which is a direct result of your feedback here on the Anno Union. So let’s see what’s in store (Note: We can’t promise any dates when this content will hit, so the below order does not necessarily reflect how it will be released).
One request we have seen from many of the more experienced Anno players that love to go all in on the min-maxing is to have more information about their production chains and their output available. To provide you this information, we will be introducing a new statistics building in the future.
You asked for it, and we listened: Anno 1800 will receive a free co-op mode in a future update, allowing you to team up with your friends to take shared control of a single empire as it evolves throughout the industrial revolution
We will be giving the Anno Community regular challenges that will require all of you to come together to reach a shared goal. Doing so will unlock new cosmetic customization options like company icons or even skins for all participants. Go Anno union!
And that’s it for today! We know that you are all busy enjoying Anno 1800 as it currently stands, but we hope you enjoyed this first glimpse of what we have planned for you in the future.
It was all the way back at gamescom 2017 when we announced Anno’s steam fueled step into the industrial revolution. 15.000 comments later, we can say that we have not only created the biggest Anno game to date, but also that all of this was made possible thanks to the collaboration with and the unwavering support of our Union members.
Today, we are happy to announce that Anno 1800 is leaving its harbor here in the Ubisoft Blue Byte Mainz office for its grand maiden voyage, ready to bring its proud heritage of 21 years of city building and exploration to players around the world.
We also want to send a big, heartfelt “thank you” from the whole development team to all Anno players and Anno Union supporters out there. This journey has been something truly special and the result is a game made with an incredible amount of passion by old veterans, new talents and our dearest fans alike.
Join our AnnoCast Launch Party
To celebrate the big launch of Anno 1800, we want to invite every one of you to celebrate with us in a live stream, which will happen tomorrow at 1pm UTC.
We will host the AnnoCast Launch Party where we will go on a serious trip down memory lane, eat cake, raffle out Anno swag aplenty and chat with you about the development or maybe even turn the tables once and comment on other streamer’s playstyle.
This stream is dedicated to you, our loyal fans, who made the game possible in the first place: April 16 1pm UTC at twitch.tv/ubisoftbluebyte Our first taste of our upcoming fan site kit We have been talking for a while about our fan site kit, but so far kept you waiting. That wait is finally ending, as the first version of the fan site kit is now available (though we will add more stuff to it over time).
For now, you can grab a customized Anno 1800 streaming layout, as well as the first wallpaper and a variety of social media assets here: Anno Union Fansite Kit Preview
Release times and day one time
As a reminder, below are the global release times of Anno 1800. While Annoholics in Asia and Oceania have already set their sails, other regions of the globe will get to join them over the coming day. Should you find yourself craving some Anno-tainment in these last hours of waiting, you can already pop over to twitch and YouTube to see more of the game, or read up on the first reviews that came out today.
Keep in mind that the below world map only applies to unlock times for Uplay. Timings on the Epic Games store and Steam vary, as we are reliant on our partners for these launches on their platforms.
We also want to remind owners of the physical copy of the game that there will be a 23GB download for our Day 1 Patch, as we have been busy further improving the game since we started producing the game discs a few weeks back.
In the spirit of reminiscing on 1 ½ years of the Anno Union, we would love to hear your stories about your favorite memories and moments from this exciting time.