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Tag: Playtest

GU5.3 and upcoming Playtest

With the release of Game Update 5.3 next week, which was supported by some community members helping us by testing and providing save games affected by issues, we will address the most aggravating issues currently in the game. In addition, with further testing throughout the month of November, we plan to leverage the knowledge of our community once more for “The Passage” and Game Update 6.
 
Game Update 6 and “The Passage” playtest coming in November
Game Update 6 will not only include the co-op mode and statistics feature, it will also release alongside the third and final (not to mention biggest!) Season Pass DLC, “The Passage”. For that, we once more want to invite some testers from the Anno Union to further polish the game experience based on your feedback.

We will test a variety of content and different features to gather data about the stability and quality of Game Update 6. As such, this playtest will be longer than our previous tests, and we are planning to invite several groups throughout November.

The test will be under a strict NDA (Non-Disclosure Agreement) and we will provide access to a closed tester forum for all invited players to discuss and share their feedback.

If you are interested in participating in this playtest, please send an e-mail to union-playtest@bluebyte.de, including the following data

Ubisoft Forum Name
Uplay Name
Country Code

Players who applied and participated in the last co-op test will be automatically added to the pool of potential candidates for the upcoming test. If you applied for the last test, you will not need to send us a new application mail.

We will provide all further details, such as when the test start, how to access the test build and where to post feedback, to the first wave of participants at the end of the month.

Anno 1800 Game Update 5.3 Release Notes

Game Update 5.3 will be released on October 17, at 2pm CEST/ 12pm UTC. The download will be around 1.7GB.

Bring the spirit of October to your cities with the new Halloween billboard ornament.

We have adjusted Hugo Mercier’s Anarchist main story quests, to make them less random and more dependable for players. Here is all you need to know about how these quests will work, going forward:

  • To start or continue the main quest line, you need to be at peace with Hugo Mercier
  • You need to have 60 reputation point with him to do so
  • You need to have at least one Artisan in any of your cities
  • After you finish one of his quests, there is a 30 minute cooldown before the next quest will appear
  • If you cancel or fail one of Dr. Mercier’s quests, you will have to wait for 9 hours of game time before you will receive it again (this is a standard timer used to prevent players from getting swamped with optional quests).
  • Important: You can only have one active quest from Dr. Hugo Mercier at a time, so you will not receive any main story quests while you still have one of his other quests active, or are being offered another quest by him. You can solve or decline them to make space for a new main story quest.

We have fixed several issues that can lead to trains being stuck in the oil harbor.
                However, in the spirit of transparency, we have to say that this has been a very difficult issue to pin down and reproduce, even after analyzing several affected save games from the community. As such, we cannot conclusively promise that it will not appear again in some fringe cases.

Fixed an issue that prevented oil tankers from being manually loaded/ unloaded at oil harbors.

Fixed a separate issue that could prevent oil tankers on trade routes from loading/ unloading properly.

Fixed an issue with entries in the ship list constantly switching places or flickering.

Fixed an issue with duplicate, unnamed ships being stuck on the world map.

Fixed an issue with ships drifting away from their position by themselves.

Fixed an issue with ships on trade routes being stuck on a map border.

Fixed an issue with players being able to see the object menu of a chartered ship.

Fixed an issue with selecting ships for an expedition in the preparations menu.

Ships returning from expeditions will now correctly return to their homeport from which they started their expedition.

Fixed an issue that could change your influence points balance after saving and loading a save game.

Fixed an issue with AI characters having large fleets of duplicate ships.

Fixed an issue with quest objects spawning at sea.

Fixed an issue with quest giving ships not despawning, and subsequently crowding an NPC’s harbor area. Unfortunately, this issue will not remove already spawned ships retroactively. Workaround: Ignoring one of the NPC’s quest chains (quests that have “Part 1, 2, etc.” in their name) will remove all redundant ships.

Fixed an issue in campaign mode, where some of the queen’s ships could become controllable by the player, which could block campaign progress. 

The Shift+V command to change appearance now works properly for depots.

Fixed an issue with quest hint bubbles not being correctly removed, and pointing to invalid positions.

Provided a fallback solution for the Sunken Treasures expedition to unlock Cape Trelawney not triggering properly. This will now unlock the new sessions without having to complete the expedition beforehand.

Fixed an issue with duplicate ships being incorrectly applied to AI trade routes.

Fixed an issue with the campaign quest “Sovereign Aid”, which could lead to a blocker if the player failed the quest.

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Game Update 5.2 and Playtest

When our scouts returned from their reconnaissance mission, they handed over mysterious reports about vanishing vessels at the gate to the high seas. The rumors spread quickly around our islands and it took mere days until you could listen to old sailor’s cock and bull stories about missing crews and ghost ships in every dockland pub. We had to act as we already set things in motion to start our next big expedition.

Game Update 5.2

After we received reports about gameplay affecting bugs such as the ship duplication as well as other issues still persistent after Game Update 5.1, we decided to publish another Game Update this week Thursday.

Anno 1800 Game Update 5.2 Release Notes

  • Fixed an issue where ships got duplicated after save game reload. As part of this fix, all duplicate “ghost ships” will turn into actual ships under the control of the player, which will prevent the player from losing any good loaded onto the ships. Due to these additional ships being given to the player, it is possible that you will experience a loss of influence points, which can be regained by destroying the additional ships after unloading them.
  • The Ubisoft Club rewards for the Botanica DLC (the “Duck Pond” and the “Outdoor Arcade”) are now redeemable from the Ubisoft Club Rewards section in Uplay.
  • Fixed an issue where idle ships can be seen off the map when reloading an older save game.
  • These ships should now be recoverable.
  • Fixed an issue where AI ships could get stuck at the border of the map.
  • Fixed a situation where, upon save game reload, trains could be stuck in the Oil Refinery or in the power plant, which could lead to less oil being transported than intended.
  • Fixed a desync error that occurred upon trigger of a participant’s message.
  • Fixed a desync that occurred due to quests that triggered ships with invalid items.
  • Botanica ornaments can now be placed freely in your cities from the construction menu (Artisan / Obrero / Culture tabs).
  • Items such as flowerbeds can now also be activated via the item section of any Warehouse, not only from your Harbor.
  • Adjusted the tool tip and effect for the “Rabies Vaccine” item. We made various text adjustments.
  • An issue preventing some players from completing the quest “The Nameless Author” has been fixed.
  • Fixed an issue where the route information in the trade route menu could show more ships being assigned to a route than was actually the case.

Co-Op Playtest

With Botanica and Game Update 5 just behind us, we look onward to the next big stop on our Anno post-launch journey. With the next free Game Update on the horizon, we want to invite members of the Anno Union to a focus playtest session starting next week Monday. This test will helps us to accumulate additional data for the upcoming Game Update 6.

For this test, we are looking for Union members who are willing to test the upcoming Co-op feature from Monday, September 23 until Sunday, September 29.

With this test we are specifically looking for data and issues related to game connectivity, so while playing daily is not mandatory, we encourage testers to play as much as possible to provide is with external data for a variety of different scenarios.

The test will be under NDA (Non-Disclosure Agreement) and as we specifically test the new co-op multiplayer feature, single player will not be part of the test.

If you want to join the focus test, please send an e-mail to union-playtest@bluebyte.de, including the following data;

Ubisoft Forum Name
Uplay Name
Country Code

We will provide all further details, such as how to access the test and where to post feedback, via email to all participants until the end of the week.



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Announcement: Upcoming Technical Test (Updated)

Brace for the Anno 1800 Technical Test

As previously alluded to, we are currently preparing a much larger Technical Test than our previous Diary Studies. And if you are be one of the chosen many, you won’t have to wait much longer, as this test will take place end of November!

A few things to keep in mind:
–          It’s a Technical Test: You should expect that some things in the game will (and sometimes even should!) break. This test is intended to give us valuable insights into topics like balance and game performance. It won’t be representative of the final polished game you will be able to enjoy next year (and which will be even better thanks to all of you helping us with this test).

–          NDA: Should you be selected to participate in the Technical Test, you will have to agree to a Non-Disclosure Agreement (NDA). That means that you are not allowed to talk about the game outside our special Technical Test forums, and you are not allowed to post any pictures, videos or to stream the game. We appreciate that you are excited to play the game and to share your experience with others, but given that this is a Technical Test where we know things will break, this is not the time to do so.

–          The Technical Test won’t include the entire game. Players will be limited to Citizen Tiers 1-3, and the Campaign won’t be playable.

We will send out invites to Union members a few days prior to the Test’s start, so keep an eye out to see if you are among the chosen ones. We look forward to seeing many of you in the game, and are thankful for your help in making sure Anno 1800 will be the best possible experience for all Anno fans when it ships on February 26th.

Update: 

Registration

As we are seeing a lot of questions around the registration process for the Technical Test: Anyone who has registered here on the Anno Union using their Uplay-Account has a chance to be invited. You can do so here: https://www.anno-union.com/en/register/

This is also true for new registrations. So if you haven’t registered for testing yet- now would be an excellent time to do so 🙂

System Requirements for the Technical Test

We have also been asked a lot about the system requirements for the Technical Test. So here is what we recommend for participating in the test:

Current Minimum Specs:

CPU: Intel i5 3470 or AMD FX 6350

RAM: 8 GB

GPU: NVIDIA GeForce 670 GTX or AMD Radeon R9 285

Operating System: Microsoft Windows 7, Windows 8.1 or Windows 10 (all 64-bit)

Hard Drive: 46 GB

Current Recommended Specs:

CPU: Intel i5 4690k or AMD Ryzen 5 1400

RAM: 8 GB

GPU: NVIDIA GeForce 970 GTX or AMD Radeon RX 480

Operating System: Microsoft Windows 7, Windows 8.1 or Windows 10 (all 64-bit)

Hard Drive: 46 GB

DISCLAIMER: THERE ARE NOT THE FINAL REQUIREMENTS! As Anno 1800 is still in the middle of development and performance optimization, you should not consider these specs to be representative of the final game. This test specifically should help us to find some areas where we can further improve the game’s performance.

Language

We are also in the middle of game localization, which means that the Technical Test will unfortunately only be available in English. Once Anno 1800 launches next year, you will be able to lead the industrial Revolution in the following languages:

Fully localized text and audio: English, French, German, Russian

Fully localized text: Italian, Spanish, Japanese, Korean, Polish, Chinese (simplified and traditional)

55 Comments

Union Update: Something big is coming

We are knee-deep in the de… the final development phase of Anno 1800, and while the big event season with the likes of gamescom and EGX lies behind us, there is still plenty happening in the Anno Union world. Another Union focus test round just concluded and we are working to finalize our content roadmap for those all-important last few months prior to the release of the game. Due to that workload, it can happen that some content might suffer a slight delay, as some of you might have already noticed, but we are working hard to ensure you are well entertained leading up to the big launch date.

To give you a glimpse at our upcoming content: We plan to host Livestreams more frequently, will provide fan material such as wallpapers, highlight your community projects and will tackle important outstanding topics such as naval combat or multiplayer in detail. And not to forget, we will also open the floodgates of our focus playtesting to allow more Union members than ever before to test the game.

While we are on the playtest subject: we need to talk!
The players of the latest focus test provided us once again with a large amount of incredibly helpful feedback and we are still going through the extensive test reports. But we are confident to say that the latest results show that Anno 1800 is on the right track to deliver a game Anno fans can get excited about, even though there is still a lot of work to do prior to the release in February.

In order to make sure that we get as much feedback and data as possible, we want to invite a significantly higher amount of Union members for the next phase of the focus test. This huge test will happen as early as this year and will be exclusive to members of the Anno Union. So if you are just a reader on our page, make sure that you register on the Anno Union page with your Uplay account as soon as possible to secure your chance at being invited.

And to give you some visual impressions from the latest test, here are a few screenshots from our testers (we won’t publish the names as the test is still covered by an NDA).

AnnoUnion_Focustest_ComShot_FarmsEverywhere
Okay this guy won’t have any issues with Tier 1 workforce anytime soon!

Parasite problems? EWWWW

Hey that’s what I call a teaser!

Keyword feedback: We have not missed your comments regarding the Ship Design Contest in last weeks Union Update. Because of that feedback, we will make sure that for future votes, we give you a chance to vote on a final selection on entries to determine the winner. When talking about the skill regarding the execution of these submissions, the idea behind an entry is as important for us as the actual craftsmanship of the community member, be it a drawing, writing or any other submission (even though we are often amazed by the true display of skills in some of your work).
When we are talking about content that is supposed to be added to the game, keep in mind that we also have to check if an idea is feasible within our production pipeline.

Notwithstanding the above, we want to honor exceptional creative takes and creations with a proper showcase on our Anno Union channels.

And with that, we are already at the end of today’s Union Update. Don’t forget to share your thoughts, suggestions and feedback in the comments below. Moreover, we are always eager to get your ideas for the Anno Union and the Union Updates.

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Union Update: Playtest and AnnoCast

While blogs are a great way for you to get insider information about the development and for us to get your immediate feedback, we also need to know how the game actually feels and plays when gamers get their hands on Anno 1800.

That is why our second Anno Union Playtest will happen this week, with a small group of active Union members visiting us here in Mainz to share their feedback about the Anno 1800 gameplay in its current state. Expect coverage about that playtest with next week’s Union Update.
This Anno Union playtest marks only the beginning: From next year on, we want to give more Union members the chance to get their hands on the game, whether it is another on-site event with a small group of players, diary studies or larger online tests where you can participate from the comfort of your own homes.

So keep an eye on future news about upcoming playtests, and keep in mind that being an active and constructive member of the Anno Union is the best way to get an invitation to one of the playtests. We also might leverage some ideas from the Union for future tests, such as an application process to identify potential candidates.

Anno 1800 Livestream: 14th December at 4:30 PM
The end of the first year of the Anno Union draws near, but we wouldn’t want to leave you without some more streaming goodness.  And this time, we will not only talk some more about the game, but it will in fact be the very first time we actually show Anno 1800 live gameplay.
Turns out that, except for some prototype footage and some small clips and screenshots here in the Union, we haven’t actually shown any gameplay at all so far, so we should maybe make amends here.

We will as always provide you an article with the embed Twitch stream shortly before it starts, and if you will not be able to join us, we will of course provide a summary and a link to the show the week after.

AnnoCast 02 will air next week Thursday, 14th December at 4:30 PM CET on twitch.tv/ubisoftbluebyte

Vote Closing next week
With over 2000 votes, it’s time to finish up our vote for the world fair event. You completely forgot to leave your vote? Then consider this your last call to make your voice count before we close the community vote upcoming Monday. As there are only a few weeks left until the end of the year, expect the next vote to hit the Anno Union early 2018.

Talking of votes, how about we leave you with a small teaser: we bet you still remember our first big vote and its winner, the visionary Artur Gasparov. Well, while he was quite busy after an exhausting election, we managed to steal a bit of his attention for this week’s DevBlog.

As always, let us know what you think in the comments below.

 

Community QnA

fleischlaberl
We are still missing some information about the military system and I would like to get the bigger picture (just as an example, how will the takeover of an enemy harbor will look like?). Only then will I be able to share my opinion about the ground units. Maybe share more information first before you discuss things internally?

Basti: Feedback is an important driving force for us but we also need to get the greater picture. For that reason, we often have to discuss certain aspects in the production team first. We understand that especially after the military blogs, you direly want more information. You have to be a bit patient with us for a moment but rest assure that we will come back with further details regarding military.

DiruKamachi
I always loved the Postcard Mode and used it a lot, especially when I managed to get one of the animals in Anno 1404.

Basti: The postcard mode will be back in Anno 1800 and we can’t wait to see all your creative energy when it comes to Anno panorama pictures.

palemale53
I have always been very interested in the process by which “assets” are created. I was particularly interested in how you achieve such a detailed texture while not sucking the life out of my poor PC. Is there any chance of a time-lapse video of this process, of taking the concept and making these fabulous buildings in an Anno game? Pretty please …
Niclas-J
This may be a big ask, but I would love to see more videos regarding the development of 3D assets.

Basti: Even smaller videos take some to time create but we will see that we can spice up future articles with more video content. Time lapse videos are even more difficulty but let us see if we can find a volunteer in the team for that.

OneclickLP
Will there be unicorns?

Basti: I know exactly why you ask that so…..no comment 😀

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