Anno 1800

Anno 1800 Dev Tracker




12 Jul

Comment

Originally posted by hairybeardybrothcube

Well, my post was a personal opinion. About the eldritch pack, in the poll, they described it with gothic scary atmosphere. A haunted tree, that wobbles every second doesn't fit that vibe, imo. I just wanted a nice victorian graveyard like on bright sands, back then. The steampunk dlc was never part of polls.

And yeah, the community is all to hungry for additional content, because the game is good. Still this doesn't mean, everything pumped out is good content. In particular the SPcdlc is very niche and just doesn't well into the whole theme of the game. I see that old nate leans into it, but for me it's the first cosmetic set that doesn't fit at all. Again, personal opinion. Everybody can and will buy the stuff that he wants. For me, i stand with the devs, that mechanicwise 1800 is overdone and from my pov cosmeticwise leaning towards the ubi flashy shiny stuff(assassins creed cosmetics for example)

Totally fair, the CDLC specifically can be very much up to personal taste.

While the first ones much more focused on providing a mostly authentic bunch of ornaments and/or skins, we really wanted to try out some slightly crazier things now at the end of Anno 1800's development cycle.

That's how the Eldritch and Steampunk Pack came to be: let's see what our players say to slightly wilder cosmetics. If they don't perform well, we also learned something.

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What’s this, a new Anno logo? Have they now really abandoned the good old wooden plank from the days of Anno 1404?

Well, we used the last year(s) to not only refine our vision for Anno 117: Pax Romana and start the development of the game, but also to think about Anno as a brand overall and its visual identity. Today, let’s talk about branding with Haye Anderson, our Brand Director.

Note: If you’ve watched our livestream on July 2nd (VOD can be found here) you will have already heard most of this. But we wanted to also have this information here on the Anno Union – and share the Behind the Scenes video with you!

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11 Jul

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They are all digital paintings. Some are by Karakter (Greg Rutkowski), as has already been pointed out, many others are from our internal Art team.


02 Jul

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Originally posted by jake7578

Could you please fix the Steam version of Season Passes so that it correctly shows that you own the DLCs?

Currently, the Steam packages for Season Passes are set incorrectly, causing the DLCs included in the Season Pass to show as unowned.

For example, Season 1 Pass includes The Sunken Treasure, Botanica, and The Passage, but because the Season 1 Pass package was set up incorrectly and doesn't include the apps for those DLCs, Steam thinks you don't own the DLCs included in the Season 1 Pass.

As you can see in this image, some DLCs are showing up as not owned, despite the fact that I own all of the season passes and cosmetic bundles.

Affected Season Passes:

Anno 1800 - Season 1 Pass

Anno 1800 - Season 2 Pass

Anno 1800 - ...

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Thank you for highlighting this, will forward this to our Store Team to investigate.


01 Jul

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Originally posted by Tulpen20

Animation as in Cut-scenes? or animated objects like Nate's windmill or flags flapping?

More related to the two things I mentioned: feedback units and animals. We might be able to look at animated objects as well, but it wouldn't be the focus.


28 Jun

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I got a question, actually:

We said "no gameplay", as you know, but what's everyone's stance on some insights into animation - on top of the topics we already said we'd cover this year? Of course we'll have feedback units in Anno 117 (i.e. all the people walking in the streets) but also animals to populate the world (incl. oxen like Lola, from the reveal trailer).

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Too early to say anything from our side. Of course, with all DLC regions, Anno 1800 has a significantly higher impact on performance than with just the two starting regions. So, some light performance problems in late game Anno 1800 with 5 regions will likely not translate into big performance issues for Anno 117: Pax Romana.

But of course we're pushing things further on a graphical level as well, for Anno 117, compared to 1800.

For smoother performance, CPU and RAM have slightly higher importance than your GPU, so, if e.g. your CPU is your oldest/weakest component right now, that might become a bottleneck in the future.

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Originally posted by omginput

Given they release already next year my guess is they use the same engine from 2205 and 1800

We're using the same engine since 2006, technically. Or at least the foundation - it has seen massive improvements, changes and additions over the years, and in between every title a lot of work is done on the engine/our tools to make it future-proof.

Self-promotion, I suppose, but we did write a blog post about that in 2021, if anyone wants to read more: https://www.anno-union.com/devblog-the-anno-engine/

Comment

Originally posted by empathetical

the people that make these things went to school and got a degree and probably aren't even gamers. it's just a job and are out of touch in knowing what people want to see. legit waste of time. glad i didn't bother with it.

We had a livestream just a few weeks prior with both Haye and Manu where we even talked about the games we're all playing right now.

While I understand some of you might not have gotten the information you wanted from this livestream, I'd very much appreciate you not assuming things about people without having anything to back it up.

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Originally posted by TheUnknown2903

Fine for me, I trust in the Anno Team

<3

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Originally posted by PineTowers

A red flag is risen.

No gameplay footage in 2024 because "we are still very much in development, there are plenty of moving parts left: features and mechanics that might change – even drastically -, or are still missing, unfinished visual elements etc. etc."

For a 2025 release I expected the game was in some sort of late beta, with gameplay balance and graphical optimization, but feature complete.

We'll have a blog in July/August talking about Production Phases and Milestones that should also help clear up a few things. I'm aware that knowledge might not be very widely know outside the game dev sector itself, so, hope this will make things clearer.

But you wouldn't be in Beta so far from release; that would also be way past the point where we could gather meaningful feedback. Same was true for Anno 1800 back then.

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Originally posted by defeated_engineer

"We are gonna make a stream explaining what Anno is"

This game is gonna be designed towards not Anno players.

I think there's a misunderstanding. We are not trying to explain to you what Anno is.

We're trying to highlight the work that goes into creating a new Anno game and that "What actually makes Anno "Anno"?" is a very important part of that. You can see these kind of discussions even amongst players here all the time, for example:

- Is it a city builder or primarily a logistics game?
- Do military aspects belong in an Anno game?
- Does Anno need islands?

Not looking at your own brand and reflecting on what the DNA of your game(s) is, can easily make you lose track of your identity and lead to a game that goes completely past your fan base.

It's fine if that's not a topic you're interested in, but please don't misconstruct our announcement into a "they want to explain to us what Anno is".


27 Jun

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Hey Anno Community,

Welcome to a rather lengthy Union Update with news and information. We’ll be talking about next week’s livestream, what happened in the last two weeks and have a Q&A section at the end.

Short reminder here that we had our very first livestream, a dev talk about our vision for Anno 117: Pax Romana and the reveal itself, last week. If you missed it, you can watch the VOD here.

Let’s dive right in:

Livestream on Branding

On July 2nd, we’re tackling questions that are likely also close to the heart of many Anno veterans: What even is Anno? What makes Anno games special and what are the key aspects and emotions an Anno game has to transport?

Those questions we have to ask ourselves...

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26 Jun

Comment

Originally posted by Equal_Credit_5498

Hey. I just wonder, if there is someway to disable automatic mod updates? Or if not would this something possible to have? 

I do understand, that mods made by community, are not any responsibility of ubisoft, and sometimes, some mod, might break something in my game, but Im a bit weary of using ingame mod manager now. 

The way I see it, any update to the mod, could potentially damage or break my save file(that could happen with either mallicious  modder, or simply unlucky mod update), which is really not something I would want risking, when playing for few months on it. 

With so many mods that I use, I feel like chances of at least one mod update breaking something, might be quite high, for longer playthrough. 

I feel like, allowing user to disable automatic updates, or maybe notifying user when they happen, and allow them to accept update or not, would go a long way, to make playing with mods, more stable experience

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I understand the reason for the request, but right now such a functionality does not exist. It's a great note, though, something for us to consider - even though I can't promise anything like this for 1800.

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Originally posted by MasterJ94

Do we know why disabling the dislike function was popular in the modding community? :/

A "dislike" was not felt as very useful feedback, they preferred for people to comment instead with what bothered them: general dislike, bug, missed info in the readme file etc.

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Hey all, please also use the "Report" functionality directly on mod.io to report mods which you think are breaking rules or are not working as advertised.

We'll have a look at this situation in particular.


25 Jun

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Originally posted by Equal_Credit_5498

Don't think you can review bomb his mod. He has disabled comments and dislikes on his mod page

Enabling comments for a mod is indeed up to the creator, the dislike function was disabled for the entire Anno 1800 section on mod.io as per request from a large portion of the Anno modding community.

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We're still very early in the music production for Anno 117, but if this is a topic of high interest, we can definitely dive deeper into this with our Audio Director at a later date when we made more progress.

We have some first tracks to get a feel for it and will use these moving forward for e.g. our livestream intro/outro (goodbye to the Anno 1800 elevator soundtrack) or other types of Anno 117 videos.

There's a balance to be struck between delivering the fantasy of the respective region with specific sounds and yet still having a nice soundtrack, which - as taubenangriff pointed out - would likely be hard on our ears if it eclusively used authentic instruments and what little we know about their music styles.


24 Jun

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Originally posted by Frosty_Pineapple78

If you have no problem with the decision of paywalling so much major content of a 60€ AAA title behind dlcs then you are part of the reason why the industry as a whole gets away with it, you absolutely should have a problem with it.

Just look at the basegame without any dlcs, its boring, its exactly the reason why i will pick 1404 over 1800 every time, that game was actually complete at release and is imho still the best game in the series, closely followed by 2070

With all due respect, you can't possibly be arguing that the gameplay content we created over 4 years of postlaunch is somehow something that should've been in the basegame.

The DLC content built on top of what was included in the basegame and by quantity did not diverge from e.g. 1404.

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Salve Anno Community,

It’s not been long since the reveal of Anno 117: Pax Romana, but we already have something for you all to have fun with: a Community Contest! This will be the first contest of a series dedicated to Anno 117: Pax Romana, where we’ll ask you to use your creativity and imagination to create something that will make its way into the game.

Your first quest

Without further ado, let’s dive into your first assignment! As you might know, sculpture was considered one of the highest forms of art by Romans. This is why for the first contest we challenge you to create your own statue based on this silhouette gently provided by our lovely Art Team in Ubisoft Mainz.

...

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