Ubi-Thorlof

Ubi-Thorlof



18 Jan

Comment

Originally posted by Lorelei_of_the_Rhine

Can you fix None of your Business quest from Beryl O'Mara? It prevents doing any of her quest chain I think. There is no end target.

We can certainly have a look if it's broken. Did this issue appear in a new/recent savegame or is it an old one?

We might need the affected save to investigate further since in the past our teams seem to not have been able to reproduce this issue (except on provided savegames), making locating the cause of the problem very difficult.

Any additional information on the issue which might help with reproducing it are very much appreciated.

Comment

Originally posted by kingrey93

Hello, i'm checking anno for new upcoming update. I stopped playing after Update 13.0, so now if you're not connected to the harbour trading-post even though you're connected to oil-harbour, the building that are not connected to trading-post is now not counted as connected or has no connection to harbour. You used to be able to use the oil-harbour trick to overcome this especially useful for record builder where every tile is important in new world/embesa, Dev changed it or addressed as a bug?

Heyho, we did indeed fix this unintended behaviour with Game Update 13 in December. All residences and warehouses will need a direct connection to the main Trading Post.


17 Jan

Comment

Originally posted by iamnqm

Still no quest from that fisherman guy? So what is his purpose there?

There should be a quest, yes, but the fix will have to wait a little bit longer. It's currently planned for the next update in February.


13 Jan

Comment

You don't miss out on anything for the History Editions themselves.

There is just one minor difference if you also own Anno 1800: An additional company logo and an additional ornament for Anno 1800 if you bought the Collection instead of the individual games.

Comment

Even after reading it multiple times I still have no idea how this is supposed to work, but it sounds intriguing.


11 Jan

Comment

Originally posted by taubenangriff

tm

That's always implied ;)

Game Update 13.1 is planned for next Tuesday, January 18th. Release Notes to follow closer to that date.

Comment

Originally posted by Talar_reddit_account

Lack of emotions from my ppl makes me do horrible things..

Oh, we don't want that!


10 Jan

Comment

Originally posted by Lorelei_of_the_Rhine

I understand the reasoning. I'm also sad that the raised bridge don't allow ships.

That's all great feedback and we learned a lot about limitations we currently have that are "standing in the way" of certain player requests.

However, some things are very hard to change in a live game - or at least hard to change without breaking other things - when systems are already finished and working in a certain way.

Comment

Originally posted by UTUSBN533000

that's a cheap way of saying "we're lazy and don't want to do extra work"

Pieces considered a functioning road are vastly different from pieces without any gameplay function (ornaments) cause multiple factors are suddenly relevant - not just electricity but also fulfillment of needs, transportation of goods, buses, ... All these points would need to work and be tested for this case. And, as someone else pointed out: visually the stairs would not work with any kind of cart or car and cause all kinds of glitches and issues.

Additionally, the Cosmetic DLC specifically are designed to have no gameplay impact/function. We want to stick to this "rule" in order to make sure they're clearly separate from the regular DLC.


07 Jan

Comment

It's an interesting idea, for sure, and as Asterix pointed out we had a similar system in the previous Anno game.
While there are modules for certain buildings like the Docklands, the Palace or Museums (and to a degree you can count the Silos and Tractors), this is not something we would expand to regular production buildings in a major way this late into postlaunch.

That's something that would work best when implemented during development, i.e. when the game is developed with such a system in mind.

Comment

Heyho - at least right now there are no plans to change the current system regarding DLC ownership for multiplayer.
Additionally, such a change is more than just "flipping a switch", so there's also the development effort to consider.

Should we plan any changes, we would of course announce those accordingly but for now: No plans.


21 Dec

Comment

Hey Anno Community, one more update before the holidays:

Thank you for the reports, screenshots and descriptions of issues you have encountered since GU13. Those already greatly helped us investigate the causes for certain bugs and we updated the list of known issues in the first post. Please be aware, however, that the list is not exhaustive.

Apologies for any frustrations you're facing as a result of these issues, we will let you know as soon as we have news regarding GU 13.1



We worked hard over the last months to prepare a nice update-bundle for our community before the Holidays, but acknowledge that GU13 did not release in the state we would have liked it to release.

This is a lesson that we will include in our planning for next year and Season 4, to e.g. allocate additional time for bugfixing and polishing before a release.

Thank you for your ongoing support and Happy Holidays,
The Anno Team


20 Dec

Comment

Originally posted by Stark_Tony

I bought the Vibrant Cities pack. It has extra skins for the marketplace. For T4 and T5. But you don't need a marketplace T3 and upwards... So why are these skins made? Do you use marketplaces for Artisans and above? I'm confused...

While you don't need them to fulfill any needs, many players who focus more on beauty building still kept them (or wanted to keep them) for the later Tiers. The new models now fit better in an environment of Engineers and Investors.

Additionally, there's also new market place model that fits better in a rural environment.


17 Dec

Comment

Originally posted by WilhelmWulf

I was appearing offline, I set it back to online and that fixed it. I did not realize that that would break Anno's Multiplayer. Huh.

Yeah, it shouldn't break it, of course. Seems to be an issue introduced with Tuesday's update.

Sorry for any inconveniences caused, but I'm glad to hear changing the online status is a valid workaround for now.

Comment

Originally posted by Nobodyletloose

Are you allowed to share why The Settlers was pushed back and silent for a year?

That's something you will need to ask the The Settlers team :)

We at Ubisoft Mainz are not working (and have never worked) on the title, so I can't tell you details on the game's development history.

Comment

Right now we are not aware of any issues with the multiplayer functionality in general - that was fixed on Wednesday.

However, could you please have a look and confirm if your status in Ubisoft Connect is set to "online" or "invisible"?

Comment

Originally posted by rainbow6play

Bluebyte doesn't exist anymore. Ubisoft only uses city names now. What is now called Ubisoft Mainz used to be the part of bluebyte doing anno (related Design). Not sure if Düsseldorf always worked on settlers though.

Ubisoft Düsseldorf ist the original BlueByte studios, they have worked on all previous The Settlers titles.

While we, Ubisoft Mainz, have worked on all Anno titles since Anno 1701


15 Dec

Comment

Hey GastonUre, sorry to hear you got frustrated with the scenario.

I understand it's providing a rather different experience compared to the main game - intentionally so - where failing and learning from mistakes while also keeping some of your previous achievements for the next attempt.

It might still not be your cup of tea, that's not a problem albeit unfortunate. But I'm pretty sure that in the coming days people will figure out and share more tricks and advice on how to best tackle the scenario. Maybe you can give it another shot later by using some of those tips n tricks.

Comment

Originally posted by ThatAlchemistDude

Yes that is a huge problem. Thats hundreds if not thousands of manhours for little to no gain. Manhours that can not be used elsewhere. Budgets and manhours are finite.

Not much to add here, yeah.

Reworking and rebalancing the whole game to include a mechanic like the "Eden Burning" scenario has would mean an immense amount of work which we're not planning to invest into something like this when there are other things that we could do that provide more value to our player base.

However, I get that the concept of it is fascinating, for sure. The Anno 1800 experience would certainly be a different one with such a mechanic.

Comment

The important part here is "at least".

Ubisoft is making no money from this DLC, all net proceeds (i.e. everything after taxes and other fees) is donated to Ecologi for their reforestation projects. Since this varies depending on currency and country, the formulation is purposefully bit "vague" since listing this for each and every country/currency is a bit of an overkill.