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Tag: Patch

Game Update 6

Release: Dec 10, 2019 at 6pm CET/ 5pm UTC/ 12pm EST/ 9am PST

Download size: 4.8GB

Game Update 6 releases next Tuesday, December 10th. We want to present you the update’s highlight first, followed directly by the full release notes right after.

Game Update 6 adds support for our third and final Season Pass DLC, “The Passage”, for all Season Pass owners. “The Passage” will also be available as a stand-alone purchase from December 10 onwards. 

Game Update 6 also adds support for the “Holiday Pack”, a new DLC including 23 festive themed ornaments you can use to build your very own Christmas market in your cities. Please note that this is a new standalone DLC that is not part of the Anno 1800 Season Pass, or any of the game’s different editions.  

Co-op is here! In this new multiplayer mode, up to four players can team up to create the industrial empire of their dreams together, while competing against up to three other teams (for a total of 16 players/ four teams of up to four players).  

Would you like some statistics with that? Our new in-depth statistics feature gives you unprecedented insights into the workings of your empire, with dedicated tabs for productivity and consumption, current stock of all your goods, population growth and finances. We have decided to implement this functionality as part of the main game interface to make sure that it is available at any time. To access it, you can click on the finance and population buttons on the top menu bar; access the menu from any production building in the game, or via the CTRL+Q/ W/ E/ R shortcuts. 

It’s benchmark time! We have added new benchmark functionality to test how well your PC performs running Anno 1800. You can start the benchmark via drop down from the “Play” button in Uplay, with separate benchmarking for Direct X 11 and 12 available. You can find your benchmark results inside your documents folder ‘Documents\Anno 1800\benchmarks’. 

Happy Holidays: We have added a new festive billboard ornament to the game, allowing you to bring the spirit of the season to your cities.  

Manage your notifications. As we add more and more sessions to the game, we know that the number of notifications players receive can become overwhelming. To counter this, we have added several new filters to the game, which can be turned on/ off from the “Game” tab in the options menu. In addition, you will only be shown notifications about the arrival of a new specialist if you are in the same game session. Missed notifications will be shown to you the next time you travel to the respective session.  

Added multi-copy tool: You can now copy a farm including all its farm fields/modules by holding [Shift] while copying it. You can now also drag and drop the copy tool on the buildings you want to select when copying. 

More control over your DLCs: You can select to turn every gameplay-relevant DLC you own on or off during game setup, both for single- and multiplayer games. Please note that once the game has started, these settings cannot be reverted.  

Reworked the multiplayer lobby in support of the new co-op mode, and the DLC selection functionality.  

Faster session switching: We have added new shortcuts on the numpad to allow for seamless session switching. The num 1, num 2, num 3 and num 4 keys are used by default. As always, you can rebind them from the options menu. 

While released in a previous update, we want to raise the attention for our AMD upsampling feature in the Anno 1800’s video options. The upsampling feature, which works with AMD, Nvidia and Intel GPU’s, improves the sharpness of your picture significantly while still saving performance for older systems. Try it out for yourself! 

Reduced the frequency of AI interrupting in case of declined settlement requests. The AI used to ask the player if they could settle per session, and these had separate cooldown in case the request is declined. This has now been changed to a global cooldown, meaning the AI asks a lot less frequently. 

The duration of the “Ceasefire” diplomatic state has been increased from one to two hours to make diplomacy more meaningful. Accepting or declining ceasefire proposals will now also have a higher impact on reputation.  

The duration of the “Non-Aggression Pact” diplomatic state has been increased from three to five hours, for the same reason.  

Diplomacy memory messages ( e.g. “we should drink tea more often” – 2 reputation etc.) are now happening less frequently to reduce the number of notifications. 

The general probability of explosion incidents was reduced by 20% across the board. 

Changed the sorting of goods in warehouses to display regional goods for the session first. 

Improved the display of required population to unlock new Monument construction phases. 

Improved text display when losing a ship during an expedition. 

Removed the confirmation message when sending a ship to another session. 

Improved game stability during expedition events.  

Improved handling of fleet transfers between sessions. Prior to this fix, ships that traveled in a fleet would split up to travel to various harbors upon arrival in their destination session. Please note that individual ships travelling by themselves will still move to a random friendly harbor when arriving in any session besides the Old World (where they will always default to the first harbor built in the session). 

Improved detection of Warehouse connections for the construction AI. Previously observed issues could be triggered by the AI destroying bridges around their cities.  

Improved quality of audio when a ship would be destroyed. The volume is now better balanced, and the sound of a higher quality.  

Improved display of sails for a damaged Imperial Command Ship model.  

Improved audio for various buildings such as the Limestone Quarry. Previously the excavator element of the building was inaudible to the player. 

Improved the display of upgrade costs on blueprint buildings. Previously it was possible to see maintenance costs instead of the actual costs to place the building, which was unintended behavior.  

Improved audio for the Fountain Plaza and Fountain Square ornaments.  

Improved handling of defeated Pirates. Previously the pirates could get stuck in front of their harbor when returning after being previously defeated.  

Improved the display of various menu objects on 21:9 ultra-wide screens. 

General Bug Fixes 

Fixed an issue with the Expedition screen when a fully loaded ship needed to accept a reward. 

Fixed an issue with quest objects sometimes being invisible on “low” graphic settings. 

Fixed several crashes that could occur when loading a save game. 

Fixed several crashed that could randomly occur when starting a new map session.  

Fixed an issue with AI sending fleets of warships into sessions without giving them a concrete task, which could result in the ships idling near the session border.  

Fixed an issue with the sound for the Clipper ships being much louder than expected.  

Fixed an issue where the newspaper effect ‘Productivity’ of the ‘Propaganda – Anarchy’ article was not applied to factories that were built after the newspaper was published. 

Fixed a separate issue with the newspaper effect of the “Propaganda Anarchy” article only being applied in the currently active session.  

Fixed two remaining issues that could result in indestructible “ghost ships” as seen in previous patches.  

Fixed an issue with ships up for sale leaving the harbour.  

Fixed rioting mobs that would rarely burn down buildings. This was unintended and now they should react properly when multiple rioters appear. 

Fixed situations where special editions of the newspaper would have missing or low volume audio from the Editor. 

Graphical and UI Bug Fixes 

Fixed a visual issue with AI production buildings. Previously, the production buildings could appear inactive as in the background the storage was full.  

Fixed graphical issue with the military comparison statistic bars in the Diplomacy menu. 

Fixed the display of the top menu bar. Previously, players could quickly shuffle between islands which could result in the top menu bar not updating properly.  

Health bars of ships should no longer be visible through the fog of war. 

Fixed various HTML text issues that showed up in several areas of the game. 

Fixed the display of infotips in the Musical Pavilion submenus. Infotips should no longer incorrectly cover other menu parts.  

Fixed an UI issue in the ship object menu when ships would transfer between sessions. Previously a small placeholder icon would appear when a ship was in the state of session transfer.  

Fixed many, many player reported translations issues across all of our supported languages. Thank you so much for your help spotting these! 

Fixed a visual issue with damaged ships under fog of war. Previously some parts of the ship were not fogged correctly. 

Fixed a small visual issue with the shadows of lighthouses. 

Fixed the display of cannon fire during nighttime. 

Fixed a small visual issue with trees cut by the woodcutter. 

Fixed the display of the treaties menu if the player is in an alliance with another party from the beginning of the game. Previously, this could have resulted in the menu appearing empty.  

Fixed a visual issue for the “Sculpted Bear” ornament in the Botanical Garden. Previously the ground plate didn’t fit with the rest of the placeable modules and ornaments.  

Fixed a text issue that could appear when selecting a Hospital during an active incident. This could have rarely resulted in unwanted behavior such as missing strings or missing icons in the incident building object menu.  

Fixed the object menu display for Warehouse ruins. Previously the menu would appear incorrectly elongated while in a ruined state.  

Fixed display of infotips in the Visitor’s Harbor. Previously some infotips would display values with too many decimals.  

Fixed a text issue with infotips of goods displayed in the ship object menu for “Hiring fee” and “Purchase price”. Previously this would appear inconsistently in item infotips when checking in warehouses or ship inventories. 

Fixed the text on infotips of building pins displayed on top of the construction menu. Previously very little information was displayed in the infotip of an empty slot pin.  

Item Bug Fixes 

The “Water Dispenser” item is now usable in the Trade Union building instead of the Town Hall. 

Fixed several items that could unintentionally affect the power plant. 

Improved handling of items applicable to shipyards that could interrupt ship construction when applied. The previous issue would occur when any shipyard-type effect would be applied if a ship was already in progress.  

Fixed the effect for “Former Pyrphorian Whizz”. The redundant attractiveness modifier effect has been replaced with a decreased incident chance and decreased maintenance costs.  

Quest Bug Fixes 

Fixed “The Promise Trust” quest line of Margaret’s Hunt quest chain. 

Fixed handling of interactions in Sunken Treasures when reaching specific diving spots during the “Big Blue” mission. This might have caused Vasco to not react when approaching the diving spot. 

Fixed animals spawning under the terrain in “Hibernation” voluntary quest from Bente Jorgensen. 

We fixed the preconditions of some quests. You could previously receive quests to deliver a specific good that you could not yet produce. 

Fixed islands being renamed when gaining ownership of them as part of a quest chain.  

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Union Update: New Milestones

We are back with a short update from the development front, the winners of our #annophony contest and a new episode of our AnnoAfternoon community show.

Many of you have heard it already: thanks to your relentless support is Anno 1800 the fastest selling game in the franchise’s history! And to celebrate that milestone, we decided to honor your first week achievements in a special way:

Improvements and future updates for Anno 1800
We entered week three after the big maiden voyage and we are busy bees here in our studio in Mainz. The game had an incredible start thanks to our communities out there and our current main objective is to finish the second patch for Anno 1800.
And since launch of the game, we browsed through an incredible amount of discussions and reports from our own forums as well as community platforms out there. Backed up by our own game analytics, we got together a lot of valuable data which helps us to improve Anno 1800 step by step.

But Anno is a true giant when it comes to the amount of features and simulations running in the back ground. And because of that, any changes to the game (if it is a QoL improvement or a bugfix) have to be validated to make sure that not one fix does not result in a new although different issue to appear.
But we got together a handy checklist for the second patch which we will share with you, together with an ETA
for the next patch, next week.

And if you are curious about upcoming content, Dr. Hugo Mercier will soon appear on the big Anno stage and we will reveal his background but also interesting gameplay twists in a future DevBlog.
We can already tell that the Anarchist is not only a visionary; he has quite unconventional tools to force his ideas onto his people.
We know that you are also curious when the first free content updates in form of the statistic building and the coop mode will go live. We have to ask you for a bit more patience here, as we think that balancing, improvements and bugfixes have the highest priority right now. As always, we will give keep you in the loop as soon as we have news to share.

Anno Afternoon May 3. at 3pm UTC
How about a trip back to Waffletown, the peaceful village John and Guddy created during our AnnoAfternoon community stream! How did the residents fare in the last few weeks of stream abstinence? Is there still enough schnapps or has everything exploded in the meantime? Find out in the next Anno Afternoon and help us to get everything back on track!
Tune in this Friday, May 3rd at 3pm UTC on: https://www.twitch.tv/ubisoftbluebyte

Annophonics and other community creations
We asked you to create a love letter to the Anno series and today, we are happy to announce the winners of our #annophony contest! And so much love went into your submissions of the contest that we cannot wat to channel your creative energy in future contests.

And the winner of the first place is: HolyDaDeViL’s very special Anno Sanctum

True craftsmanship and passion came together to create something truly special: a marvelous Anno 1800 sanctum. We seriously have to re-think our decorations in our streaming room after seeing this one! Congratulations for the first place, we will get in contact with you via forum DM to send the vinyl soundtrack on its way to you.

And without further ado, the second place goes to: Lord_Janok and one day in the life of an Annoholic!

This one made us chuckle many times but beside the great humor, the video is a true display of dedication and passion of fans who follow our series for two decades now.
We will also get in contact with you via forum DM so that you soon can call the signed Anno 1800 t-shirt your own!

As we are already working on new concepts for future contests, what are the Unions idea for small and big creative or other competitions?

Help and tips from Crinricts Gaming World
You say that this gaming and support blog is a staple in many gaming communities for years now. Thankfully, Crinrict seems to have found a liking in the 19. Century flair and we are happy to see that the first Anno 1800 help articles found a new home in Crinrict’s Gaming World.

And for today’s Union Header, grabbed a moment captured in a wonderful angle by by user @We3kend

Until next time!

 

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Union Update: Patch 01

We just hit the second week since the launch of Anno 1800 and while we are busy dissecting your detailed feedback and analyzing our data, you have been busy sharing not only your thoughts but also your creations with us. Without further ado, let us dive into this week’s Anno Union topics.
First patch today!
We just had our first patch today, including some bugfixes for known issues. You can check the full patch notes below:

ANNO 1800 – Patch 01

Fixed several crashes.
Fixed several Multiplayer Desyncs.
Fixed an issue for the Steam version, that made the games FPS drop significantly.
Fixed a rare issue, getting no further quests, after loading a savegame that has been created while a Newspaper was displayed.
Added some balancing fixes:
Diplomacy: Lowered the cooldown of “Flattering” and “Gifting” from 60 mins to 30 mins.
Diplomacy: Negotiations in the late game now cost ~70% less.*
Visitors: Visitors are now more generous (Visitor income increased by 50%).

This was just the beginning as we will bring you further patch updates as well as free content and season pass DLC throughout the year.
To give you a bit insight in what we are currently looking at: Right now, we are sitting together with the team and talk through various feedback points raised by the community. For the next balancing update, we have our eye on topic such as influence, royal taxes, ship balance and ship AI behavior. As soon as we know what we exactly going to do in the next patch, we will keep you updated here in the Anno Union.
Union Community Spotlights
Our numbers clearly show that most of you just having a jolly good time playing the game right now. We are busy on various ends; some of the team took a small break while the rest of us work on the various elements of our post-launch plans, such as patch updates and upcoming content.
For that, we will continue to use the Anno Union to give you updates about the development of the game but after the release of Anno 1800, the focus will shift a bit more towards community creations and spotlights and the cadency of blogs might vary. That does not mean that we won’t continue to bring you gamedev blogs and livestreams covering upcoming content though!

Let’s start today with just some of the content from Anno fans out there.

First spotlights goes to the Anno 1800 Fandom Wiki

The perfect place to get really deep into all the nifty details of Anno 1800 or even to share your knowledge with other fans. The Anno 1800 fan wiki is just a great and continuously growing collection of articles about the content of the game (perfect for browsing through on your second screen while playing the game).

Nutritional habits of the 19. Century by Injustpotato
Reddit user Injustpotato calculated tons of very elaborate data and used probably a few bottles of wine (just for measurement) to create this scientifically proven and highly sophisticated chart about the sometimes questionable consumption rate of your Anno 1800 residents.
I mean we are called Annoholics after all, right?

The Anno 1800 consumption calculator by Schwubbe
And to stay in-topic, community member Schwubbe demonstrated some serious engineering skills (and probably 1.1kg Coffee/min) to put together his Anno 1800 consumption calculator. It is great to see for us how many users are already working on various tools for the game, do you have some favorites you want to share with us in the comments?

Please stay calm, nothing to see here! By Dr. Rodney McKay
Everything is fine, nothing to worry about, just stay calm and enjoy the beauty of Anno 1800’s Konami Code 😀

And to give credit where credit is due: Todays Union Update header picture highlight – Annoholic FairZone on Twitter!

That was it for today, we will return with future Union Updates and continue to spotlight your creations. So if you created something cool, if it is a tool, a whole fan project or just a beautiful screenshot, let us know in the comments blog.

In the time being, please continue to share your feedback and creations out there and let us know what you would like to see in the Anno Union during the post-launch season of Anno 1800.

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