Ubi-Thorlof

Ubi-Thorlof



08 Jun

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    Ubi-Thorlof on Support Forums - Thread - Direct
Game Update 11 was released on May 25th alongside "Tourist Season". You can find the Release Notes here.

28 May

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Originally posted by SteamyNooodles

I hate it too and I’m forced to go back to using ornaments for the time being. I hope they fix it soon! At least now we can switch between green grass and lighter grass

Yes, we will have another look at the tree brush to see if and how to adjust it after the feedback we received.

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Genuinely curious if and how you'd like to see the New World expanded, if you have some specific ideas or wishes :)

Just as a sidenote for Season 3, though: This was communicated from the beginning to be Old World focussed, so connections to other sessions will be limited. That's also true for the 3rd DLC "The High Life".


27 May

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Originally posted by fhackner3

I know, I took the word of Takarazuka on this. But what I said is what it feels like in reality.

Im not that bothered that I cant boost them with items but Im seriously bothered that now there a ton of info tooltips and item descriptions that are simply incorrect ("affects all production buildings")

I get where you're coming from, but that's not quite right that the tooltips are incorrect: You can see each building's class by selecting it, the new buildings are specifically not classified as "Production" but as "Multifactory" (and likewise, the restaurants as "Food & Drink Venue"), so the information is in the game.

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Originally posted by fhackner3

regarding the reasoning people come up with to explain this, like:"you don't need as much production as you think you need" or"they are new chains so you shouldn't be able to overpower them" ....that is besides the point IMO.

They are production buildings.

There are ways to boost production building in the game.

This simply should work and end of story. If it doesn't, (regardless of being a conscious decison of the devs) it feels like a bug or a rushed job/oversight.

It's neither, this was a conscious decision by the Design Team and is fully working as intended.


26 May

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    Ubi-Thorlof on Support Forums - Thread - Direct
Heyho, this not a bug but working as intended.

20 May

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Originally posted by Rooonaldooo99

Please tell me this also includes the colour.

Yes: portrait, logo and colour


18 May

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Originally posted by Takarazuka012

I asked Oli and he said that only ornaments that currently have green grass ground textures are being changed to have a transparent texture. So the one they're showing in the clip is the clothesline from Bright harvest ornament but it has a green grass texture so of course it's getting changed.

What he said: affects all ornaments that have a grassy ground texture. You will be able to switch between the original darker green grass and the lighter green grass (not transparent) of the natural ground of the island.

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Originally posted by Takarazuka012

Yeah you can swap between them... 99.9% sure it's just Shift V skin change

It currently has its own button, but the result is the same, yeah: You can switch between dark and light green grass by pressing a button :)


17 May

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Originally posted by Avalyah

Sure, that is true, it really depends on how you look at it. Out of curiosity - when developing new DLCs what considerations are taken in regards to balance - is it always done around the perspective of starting a new game and not the existing save games which are usually late game investors? There is a big shift in gameplay around the artisan -> engineer stage, where logistics and complex prodution become the main difficulty focus, while money takes a back seat.

This is particularly interesting in terms of Docklands - I can see how it can work as intended when done on the artisan level, but can get hugely out of control soon after, having more game-changing effects than all other DLCs combined. Also if that's something you can talk about - is there a possibility of a balance pass of sorts of Docklands, or are you satisfied with the way it works?

Both are taken into account, we want all DLC to ideally be useful at any point of your game. This is tricky, as you might imagine, yeah. But even if we're taking "late game": If you built your World's Fair and got 10k Investors, you technically are in late game, but your experience is vastly difference from someone with 500k investors.

On such a huge savegame, money will indeed not matter much anymore, but the optimization bonuses from the buffs might be interesting when chasing new records.

Wouldn't say we're super satisfied with what kind of "exploits" are possible but we're not planning any major balance changes right now. Several reasons, one is that changing the game's balance is always tricky when existing savegames rely on certain mechanics to work in a certain way. It could break savegames and would make a lot of people very unhappy. Another one is that the balance problem you mentioned is not solely tied to Docklands itself but also e.g. to certain item...

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14 May

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    Ubi-Thorlof on Support Forums - Thread - Direct
The issue should be fixed with the upcoming Game Update which is currently getting validated.
We're planning to post the full Release Notes next week.
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Originally posted by Takarazuka012

Not really... Even the hotel will fit inside it!

Yeah, that's the idea. Fun fact: The hotel's ground plate was bigger originally, but reduced to work better with residences.

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Originally posted by fhackner3

I believe they said somewhere, maybe on the bus system devblog post, that you can build multiple hotels on a island.

Yeah, no limit on hotels. But while they can house plenty of tourists, with their size and the needs you need to fulfill, I'm not sure how useful they are for record building, tbh. Let's wait for "The High Life", though...

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Originally posted by Affly

So you can use all recipes to super boost certain parts of town?

If you can supply them all and have the space... you could, sure. But placing so many restaurants will take away plenty of space for residential buildings - which you want profit from the buff, after all


13 May

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Originally posted by JedWasTaken

While we love putting some secrets or teasers in our screenshots from time to time, this one actually is a billboard saying "Anno Union", part of a Twitch Drop from 2019, I believe ;)

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Originally posted by Sparkys339

Are we getting the other DLC's that we voted on with this update as well or will that be later?

The Cosmetic DLC from the voting in April will release later this year. We have only just started with the early development of one of them - after all, the team was rather busy with the "Tourist Season" DLC for the last months.

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Originally posted by Avalyah

Well, money are an issue in this game only in early game, and this sounds like content for end game. It would be great if they would bring some foreign currency that allows player to by some things that cannot be bought with normal currency though.

Exactly my thoughts. Money is useless late game, we don't need more of it - on the contrary, we need sinks.

While that is true, keep in mind the DLC is not just played by the players who have reached the "what do I do with all the money?" stage. Plenty of players are in an earlier stage of the game + the experience of implementing a DLC in a huge existing savegame differs from the experience you have when you start a new game with this DLC enabled.

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Originally posted by toot_12

Cool! Are we going to build hotels in the New World and Enbesa too?!

No, Season 3's main focus is the Old World

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Originally posted by Whiphid

Do these influence radii behave the same way as town halls, restricting the placement? Or can they overlap for the new restaurants?

They can overlap, but you won't get e.g. twice the bonus for using the same recipe in both restaurants (if you use different recipes, the residence will ofc get both boosts)

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Originally posted by ChMalfet

Do restaurants have larger area of influence than cafes and bars?

No, they all have the same influence areas. They each serve a different purpose and have their own recipes.