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TheDeadlyShoe
Feb 14, 2014

yeah there's pretty much always things to be doing to improve your city, even if its just hunting down pirate ships for loot. You have to be on the ball to compete against expert AIs.

I understand why the game doesnt have active pause. But I also understand why people want it.


Kuiperdolin posted:

What really irks me is how bad the boat maneuverability is compared to the previous ones. Yes IRL boats can't turn on a dime but that's not an area where I want realism and their goofing around instead of going where I point is not realistic either.

The broadsides and facings are what make the ship combat remotely interesting. Faster turning would eliminate that. And, I mean.. the ships can literally turn on a dime when they want or need to.

You can set the boats to Hold Position stance if you dont want them wandering off.

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Bloody Hedgehog
Dec 12, 2003

💥💥🤯💥💥
Gotta nuke something

TheDeadlyShoe posted:

You can set the boats to Hold Position stance if you dont want them wandering off.

I think this is bugged though. I do this, and they still wander off, and I've seen a lot of reports saying the same on different sites.

TheDeadlyShoe
Feb 14, 2014

Are they escorting? Maybe that bones it.

skeleton warrior
Nov 12, 2016


Yeah, I’ll be upfront that I play this game for building neat cities and parks, and while the layout/logistic things are interesting challenges, everything about ship combat and racing neighbors to islands frustrates me as distractions from how I want to play, and which instead force me to deal with bad systems.

So now I play with the lowest AIs and with pirates turned off. It’s not a challenge, but I don’t want a challenge in being the first to unlock investors, I want the challenge of getting tens of thousands of investors onto Cape Trelawny and making it look nice.

Vahakyla
May 3, 2013
The Passage DLC will introduce airships, some new poo poo, and the coop mode, finally. Due in December.

Agean90
Jun 28, 2008


skeleton warrior posted:

Yeah, I’ll be upfront that I play this game for building neat cities and parks, and while the layout/logistic things are interesting challenges, everything about ship combat and racing neighbors to islands frustrates me as distractions from how I want to play, and which instead force me to deal with bad systems.

So now I play with the lowest AIs and with pirates turned off. It’s not a challenge, but I don’t want a challenge in being the first to unlock investors, I want the challenge of getting tens of thousands of investors onto Cape Trelawny and making it look nice.

I just turn off ais entirely. Sweet silence.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I would say leaving AI on is worthwhile because buying stock in their main islands is quietly the best source of income in the game. The AI get to ignore basically all elements of pop needs/wants so their main island will get up to investors eventually, but if you buy it out all that money comes to you.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Hi folks, I wanted you to know I just made a City/Village building megathread here. Please leave comments in the the thread.

Mayveena fucked around with this message at 19:22 on Oct 23, 2019

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Sometimes one would hear hushed discussion of a 4-well refinery, but none dared to imagine what we have found today. Ladies and gentlemen...BEHOLD THE SIX WELL REFINERY!


...let's be honest though: the sucker is gonna explode SO MUCH from the productivity that I'm going to have to make it into 2 or 3 refineries for my sanity. Also lost a boat in the funniest way: I transferred a dude that gave +600 HP from a ship that had less than 600 HP to spare. Took me a second to figure out why my frigate had suddenly imploded. Game made up for it a bit later by having a 2 star rescue mission give me the purple hypnotist doctor as well as both a +30% and +40% animal farm productivity. Why yes I'll take as many 170% productivity pig and sheep farms as I can get, thank you.

Poil
Mar 17, 2007

Alkydere posted:

Also lost a boat in the funniest way: I transferred a dude that gave +600 HP from a ship that had less than 600 HP to spare.
Normally in games that is handled by % and not absolute number. :v:

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅

Alkydere posted:

...let's be honest though: the sucker is gonna explode SO MUCH from the productivity that I'm going to have to make it into 2 or 3 refineries for my sanity.
I've started stacking firehouses until the explosion risk is zero. I hate having to jump around rebuilding the drat things all the time.

TheDeadlyShoe
Feb 14, 2014

wait firehouses stack

lmao

I guess i've been doing steel wrong.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Any connected road means you can have multiple firehouses or police departments scattered amongst the industry and even if they start on fire the fires go out fast enough nothing ever burns down

With proper use of commuter docks, electricity and the above for fires/riots you can break the old world over your knee production wise



Everything in that shot operates at 250% before trade union bonuses

Mazz fucked around with this message at 23:06 on Oct 31, 2019

TheDeadlyShoe
Feb 14, 2014

oh you just mean they put out fires faster. I thought the explosion risk reduction stacked. Ah well

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

TheDeadlyShoe posted:

oh you just mean they put out fires faster. I thought the explosion risk reduction stacked. Ah well

That probably does as well though I never really tried it

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅

TheDeadlyShoe posted:

oh you just mean they put out fires faster. I thought the explosion risk reduction stacked. Ah well
Sorry for the late reply. Yes the explosion risk decrease stacks per firehouse.

If you want to try it yourself just click on the building and hover over the ! and you'll see the risk go from high to low to just disappearing the more you add. The firehouse doesn't even have to have gone through the initial cooldown the bonus is instant.

Edit: also just FYI it's a much smaller area than the firetrucks reach by road.

Darkhold fucked around with this message at 18:39 on Nov 1, 2019

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Darkhold posted:

Sorry for the late reply. Yes the explosion risk decrease stacks per firehouse.

If you want to try it yourself just click on the building and hover over the ! and you'll see the risk go from high to low to just disappearing the more you add. The firehouse doesn't even have to have gone through the initial cooldown the bonus is instant.

Edit: also just FYI it's a much smaller area than the firetrucks reach by road.

Yeah I slapped 3 firehouses on my sixer and it hasn't gone off even once, so I'll take that as a victory for me being wrong.

Khorne
May 1, 2002
This is the best Anno game ever made. I finally caved and bought it a few weeks ago to play with some friends, and I ended up playing a ton of single player outside of that game. Beating it on the hardest difficulty settings possible was fun until the last few hours where it's already won but you just need to roll up on every single island. Which is kinda dumb, the AI players should resign or something.

Unless someone wants to argue for 2070.

TheDeadlyShoe
Feb 14, 2014

i contemplated going back and playing anno 1404 but i simply cant deal with playing Ultra Field Island Tetris anymore, fuk.

Khorne
May 1, 2002

TheDeadlyShoe posted:

i contemplated going back and playing anno 1404 but i simply cant deal with playing Ultra Field Island Tetris anymore, fuk.
1404 is really good, but it will probably be hard to go back because 1800 has a bunch of QoL changes and builds upon 1404's mechanics in pretty great ways.

Worker balance alone is something I love even though I saw some people complaining about it.

I like the 1 tile spam fields a ton in 1800. You can create cool looking things, but more importantly it lets you min-max without memorizing layouts and patterns. You just slam down a thin line to an edge, fill the edge, then place a farm right next to it, thin line to the new edge, fill, until you run out of space. :getin:

Khorne fucked around with this message at 14:43 on Nov 24, 2019

Khorne
May 1, 2002
The gold edition of this is on sale on the ubi store for $38 or similar. Well worth it.

They also have a big anno pack that includes every game for $68. It's missing the season pass for 1800, which is $25 separate, so it's not quite worth it because most of the older Anno games aren't really worth playing. 1404/2070/2205/1800 are though.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Anno The Passage DLC

quote:

The frozen north, a final frontier many felt it was their destiny to conquer, whether in the name of science, or for fame and riches. The “Northwest Passage” was a fabled sea route through the Arctic that promised to connect opposite sides of the Northern Hemisphere, conferring great wealth upon anyone brave enough to take an expedition deep into the ice.

From lush jungles to the frozen wastes – A chilling change of scenery
Our third and biggest Season Pass DLC, “The Passage,” tells a story of bravery and hardship, inspired by the valiant souls who risked their life in the name of progress, and tasks you to establish an outpost in the Arctic Circle. The sight of the eerie and beautiful wilderness invites everyone to follow in the footsteps of the Arctic explorers of the 19th century, while seasoned Anno players can look forward to an exciting challenge with a worthy payoff at the end.


The Arctic biome is a welcome change to the milder climate of the Old World and the hot and humid islands in the New World. Frozen shores under a dark sky, this barren wasteland allows us to tell a different kind of tale than you might be used to in Anno 1800™, and the harsh weather conditions offer interesting new gameplay elements. Our goal was that conquering the Arctic session should be an exciting endeavor as it will require you to rethink your strategies, away from raising big cities to carefully maintaining an outpost in a seemingly hostile environment.

The new campaign chapter of The Passagewill send you on a rescue missionof an Arctic expedition. Inspired by the events of the Franklin Expedition, searching for Sir John and his crew will unfold a dramatic series of events with an unclear outcome.

We need to keep our people warm – managing an Arctic outpost
With much potential for striking visuals and room for interesting gameplay additions, we knew that the Arctic biome would be a perfect opportunity to play around with new gameplay mechanics. The new region should be an exciting adventure for everyone but a true challenge for achievers who want to conquer the wasteland in order to reap significant rewards.

Harsh weather conditions are your dire enemy in the north and the new heating mechanic will challenge you to rethink the way you used to create layouts in order to keep your residents warm and healthy. The two new residential tiers, explorers and technicians, are audacious adventurers who, in the name of progress, turned their back to the amenities and comfort of the modern city life.


While their population needs reflect rather pragmatic necessities, the wasteful luxury goods got replaced by the much more urgent need for heat. Residential buildings as well as production facilities need to be connected to a heat source to function properly, with the new category of goods providing additional ways of keeping your residents warm and heathy.
The new heaters serve here as the foundation, radiators which allow you to provide a basic level of heat for every building in the vicinity. Like the electric power plant, it automatically places heat pipes along the street network, and thus is relying on street distance rather than a radius. But as its effectiveness is limited, maintaining and expanding your outpost becomes a jigsaw puzzle of proper space and heat management.

The Northern Hemisphere is an icy wasteland, and construction space, as well as basic resources, are sparse. Heaters operate by burning coal, which is hard to come by and requires you to construct charcoal kilns in the sparsely populated woods on islands located on the south or to import coal from the Old World all the way back to your Arctic outpost.
New goods such as sleeping bags or parkas will provide an additional source of comfort and thus let the heat meter rise. If you won’t be able to connect buildings to a heater, or if your fuel support falters, goods can provide a sufficient level of heat depending how well you can or want to supply your Arctic residents.
But with decreasing temperatures, the risk for a dreaded disease rises: The Arctic Flu.
Similar to the illness in the Old World at first glance, the Arctic Flu is a much more dire opponent for your residents due to the harsh living conditions in the North. It spreads faster, is more resilient and has the potential to not only paralyze your fickle northern infrastructure but will also take its toll on your Arctic population. So keep your toes warm to avoid a nasty surprise in the morning.

Adapted to the permafrost – new buildings and production chains
Other than constructing heaters,your outpost will give you access to several new buildings and production chains adapted to the life up north.
The Ranger Station will not only keep an eye out for fires in your outpost, it also provides medical support for your sick explorers, while the Canteen serves as a social gathering hub but also replaces the marketplace by issuing food and other goods. The Post Office is a new cultural need, allowing your researchers to stay in contact with their friends and families back home.
Population needs are as pragmatic as the fight against the freezing temperatures. To support your researchers with a steady supply of jerky, hunting cabins send out rangers to hunt for caribous, whale oil fuels your brass lamps and bear and seal pelts allow you to produce parkas and sleeping bags. But it is hard to survive up there without help from the Old World, and you will need to import canned food provisions and, as you can imagine, Arctic explorers don’t like if their schnapps flask runs dry.


To keep things going, your technicians found a new way of transportation for your snow-covered streets: the husky sled. Your trusty four-legged companions serve not only as a need for your technicians, they also provide satisfying visual feedback in your outpost.
Over time, your outpost will grow, and what seems like a barren wasteland for us is called home by others. The Inuit, a new third-party trader, are willing to trade when your stock runs low, as well as offer a variety of new items especially useful in the Northern Hemisphere.


As soon as you overcome the struggle and the daily life on the ice becomes normality, you will find that the Arctic also has plenty to offer. The North can become a profitable hunting ground for precious pelts
and there are some especially rich gold deposits, which promise a more efficient supply of the rare metal than your mines in the New World. You will also be able to collect new sets for your museum and your zoo to allow your residents back home to get a grasp of this strange and wild place.

But you are not alone, as news about the natural resources spread quickly and as such, second-party characters will follow you on your path into the Passage to start their own settlements.

Conquering the sky – the Airship Hangar
For the ones overcoming the challenges of the hostile environment, a big payoff awaits: the Airship!
Inspired by actual historical efforts to building zeppelins in the Arctic to avoid the brash ice, the Airship Hangar is the new monument coming with The Passage.
Building this technical marvel will be a huge undertaking, as it requires you to import a lot of construction material from your larger cities in the South in order to finish the four construction stages of the monument. Once you finish the Airship Hangar, of which you will be able to build one in every Arctic settlement, you can start to construct your first airship.


Airships are the ultimate endgame vessel for your trade routes, but they are costly to construct. It not only takes a long time to build one, you also need a new resource to fill their balloons during construction: gas. While your old companion Nate happily supports your first prototype with a shipment of gas, the resource itself exists only in the northern region of the Arctic: to be precise, on barren ice cliffs.
Without any real beach for ships to land, and missing any fundamental resources to construct a settlement, these islands are out of reach for any traditional vessel. If you dream of your own fleet of airships, you must claim the icy cliffs and establish your mining outposts with the help of an airbridge.
Airships can safely avoid pirates, and can take direct routes just over islands instead of slowly maneuvering around them. They have also a total of 4 cargo and 2 item slots. However, they are also more strongly affected by wind, and their unloading and loading process naturally takes more time than with a traditional ship.

But airships are not the only new addition to optimize your endgame logistics. Once transported into the Old World, the gas comes in handy if you build one of the new progressive gas powerplants. More effective than their oil-running cousins, the gas powerplant can operate without relying on trains to constantly feed their burners. If you can establish a trade route ensuring a steady supply of gas, the new powerplant can free up important space in your metropolis. But beware: as the gas is a rare resource, you probably must make tough decisions where it makes most sense to replace your old oil plants.

And while talking about technical progress, your scientific endeavors inspired our old friend Nate to work in new inventions, which will expand the crafting list for items you are not limited to use in the Arctic session.

An adventure of epic proportion awaits
The Passage is not only our biggest DLC yet, it is also a true passion project from the team. From the atmosphere, to the details to the amount of content coming with the final Season Pass content, we are eager to see how you like our adventure into the frozen wilds. With hundreds of Union members playtesting the content, it is also a true community project and shows how much influence you continue to have on Anno 1800 and its extended content.

Our third Season Pass DLC, The Passage, will release December 10th along with Game Update 6. The Passage expands the content of Anno 1800 with:
– A new Arctic gameplay session
– Rescue Sir Johns crew in a new story chapter for Anno 1800
– 2 new Residential Tiers: the Explorers and the Technicians
– 32 new Buildings, 7 new production chains and 13 new production goods
– Over 60 new quests
– Fight the cold with the new heating systems
– Construct your airship trade fleet in the new Airship Hangar monument

Until next time, when we will share the full list of changes and free content coming with Game Update 6!

TheDeadlyShoe
Feb 14, 2014

i actually really like how this DLC is designed, except it looks like its pure endgame expansion. And I never get to endgame in anno 1800 anyway.

TheDeadlyShoe fucked around with this message at 05:41 on Nov 28, 2019

boar guy
Jan 25, 2007

TheDeadlyShoe posted:

i actually really like how this DLC is designed, except it looks like its pure endgame expansion. And I never get to endgame in anno 1800 anyway.

yeah me too. 116 hours in game and i still have never seen a train :)

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



boar guy posted:

yeah me too. 116 hours in game and i still have never seen a train :)

I've yet to finish a monument. Started one a couple times though. Damned things are expensive and if construction ever pauses you get the newspaper bitching and moaning about it.

Edit: got up to the final stage and...I think I'm just gonna stop there and move on with my life and come back on the 10th with a new map. I do have to say that at least with Anno games I get a bit more comfortable with the complexity and logistic issues every single time I poke at them. I imagine I'll be more prepared next time.

For reference, the final tier requires plant latex, light bulbs and filaments which is relatively easy. It was getting up to support another 1.5-2K Investors to unlock the stage that stymied me. Though me running out of wood veneer at 149/150 for stage four was both hilarious and annoying.

Alkydere fucked around with this message at 06:14 on Nov 29, 2019

Vahakyla
May 3, 2013
I really like the feel and aesthetic of the arctic areas and honestly playing with my wife in coop and sharing the workload of various islands sounds dope as hell.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I routinely forget this game exists for like 2-3 months because it's not in my Steam library, excited for airships and new stuff

Vahakyla
May 3, 2013
Thankful to have bought it on Steam. Rumor has it that in April it becomes steam available again.

boar guy
Jan 25, 2007

who gives a poo poo. steam just launches the ubisoft launcher anyway so if you run it through steam there's just one more process to manually kill after you're done playing

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

boar guy posted:

who gives a poo poo. steam just launches the ubisoft launcher anyway so if you run it through steam there's just one more process to manually kill after you're done playing

With the reboot of the Steam library it's easier to follow stuff there. I don't know if you can add Anno 1800 as a separate shortcut, maybe I'll try that.

Tahirovic
Feb 25, 2009
Fun Shoe

Vahakyla posted:

I really like the feel and aesthetic of the arctic areas and honestly playing with my wife in coop and sharing the workload of various islands sounds dope as hell.

Is MP coop finally in the live version or still testing only?

Vahakyla
May 3, 2013
Apparently the Arctic Biome and Coop both release on 10th.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Great update, can't wait!

https://www.anno-union.com/en/game-update-6/


Game Update 6
PUBLISHED 6. DECEMBER 2019 by BASTIAN THUN

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.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
I'm most excited about the analytics.

quote:

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.

This should result in better planning and quicker discovery of shortages. I know a lot of you go to websites to track needed production chains but for me at least I'd rather have the real time stats and adjust accordingly.

physeter
Jan 24, 2006

high five, more dead than alive
Couple days into a town hall focused game and not regretting it. Such a powerful and flexible building when compared to alot of the trade union options, and most especially when you bury a town hall in full nest of houses ringed with service buildings. Commuter piers are a goddamn sucker's bet after the first two that you get influence free.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Haven't touched this game since a month or so after release, and kinda feel like picking it back up. Yall know if the DLC next week will integrate into an existing game or if I should wait until it's out?

Khorne
May 1, 2002

Eschatos posted:

Haven't touched this game since a month or so after release, and kinda feel like picking it back up. Yall know if the DLC next week will integrate into an existing game or if I should wait until it's out?
It integrates.

Khorne fucked around with this message at 18:20 on Dec 6, 2019

Paracausal
Sep 5, 2011

Oh yeah, baby. Frame your suffering as a masterpiece. Only one problem - no one's watching. It's boring, buddy, boring as death.
Haven't been able to play this since the update cause uPlay is a piece of trash that won't update, just hangs at 20%...

physeter
Jan 24, 2006

high five, more dead than alive
edit: bad info

physeter fucked around with this message at 15:47 on Dec 11, 2019

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lagidnam
Nov 8, 2010
I just watched the review of The Passage that german Gamestar did and their reviewer was really ecstatic. Saying that he would have also payed 20€ for it. Biggest things are the airships and the gas power plants that are fueled from the warehouse. So you don't need to lay train tracks all over your island.

The base game is also free to play for a week starting tomorrow.

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