Ubi-Thorlof

Ubi-Thorlof



03 Mar

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    Ubi-Thorlof on Support Forums - Thread - Direct
Originally Posted by ViewtifulNyco
Hello,

Here is a link with my save and 2 screenshot with in red the pattern and green the loop the shark does.In red the inital path and in green the loop the shark does now when ship spawn and attack him

https://drive.google.com/drive/folde...Qz?usp=sharing

like indicated in the screenshot (in red), it leave the map (not visually) but he come back on the "clickable zone"
Th... Read more
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    Ubi-Thorlof on Support Forums - Thread - Direct
We've heard from some players that reloading an old save from before the quest and doing it again solved the problem, but obviously that's not an ideal workaround.

So, since we'd like to make sure the shark behaves properly, could you upload and share your affected savegame with us? Please also let us know, how exactly the issue looks like in that savegame:
Is the shark not moving at all? Or just moving occasionally? Did it leave the map, but the next quest is not triggering?

Thanks a lot, this would definitely help our investigation.

02 Mar

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Cheers, thank you very much for investigating

I heard from another player on Saturday it might be the "Production Boosts" mod.
This would make sense since it reduces production times - and the times are part of the calculations for the exchange rate
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    Ubi-Thorlof on Support Forums - Thread - Direct
Originally Posted by madzik123
Apparently I deleted the last character of the link somehow here is the full one: https://youtu.be/hE8htj5jQj8

Thank you for forwarding this bug. If you need my save, I'll be happy to provide it.
Cheers!

No save needed, checked with the team, they're on it ... Read more
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    Ubi-Thorlof on Support Forums - Thread - Direct
Yeah, the first link doesn't work for me either, but the issue has been forwarded now.

Thank you very much for the detailed report.

01 Mar

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    Ubi-Thorlof on Support Forums - Thread - Direct
Hah, are you working in QA by any chance? ^^


Thank you for reporting this, however, this was not reproducible for us in two separate savegames, the health points always immediately increased by 50% when the item was applied to the ship's item slot.
Would you be able to provide a video?

Of course, if anyone else encountered this issue, please let us know.
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That wasn't a stealth-nerf, the price change for 3 items is documented in the GU10 release notes ;)

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Originally posted by Gruvin101

I am also seeing this bug. I was about about to deactivate my mods to see if that is were the problem was, so I glad I checked here first. If you have done all that cleansing and still see the issue, I won't bother. I am going to check into the max capacity theory and report back if it changes the result. Hopefully it is an easy fix.

Also, perhaps it should be mentioned, perhaps this is already assumed, but my game doesn't crash until the Capt reaches the dock and starts trade.

Just for completeness sake: it seems the mod "Production Boosts" is causing this particular problem from the info I received over the weekend. Might be worth checking for your save.


27 Feb

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Thank you for reporting this.
Going by your description, the issue simply appeared right away? Or do you think it's linked to a certain action you performed?


So, since we have seen only very few reports about it, we'd really like to rule out mods as possible causes for this: If anyone who definitely has not used mods for their savegame also encounters this issue, please let us know.

26 Feb

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    Ubi-Thorlof on Support Forums - Thread - Direct
Hey, please refrain from attacking other forum members, especially so when they're trying to provide advice or help. That's really not what we want to see in our forums.

You're right that this issue here is, as already confirmed by me on the first page, not related to mod usage.
However, we have seen plenty of occasions where mods are causing bugs, crashes and performance issues - usually after a Game Update. Generally, we can not provide support and will not investigate issues as long as we can't rule that a mod may cause it.
Accordingly, we first have to rule this out as a cause, then we can continue our investigation.

Back to the topic of the thread: The issue with city incidents not getting addressed by your fire stations/hospitals/... is currently under investigation by our team.
As usual, we will let you know via the Anno Union when we have news regarding an upcoming Update.

Cheers,
Thorlof
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Originally posted by 03_szust

I'm gonna one up it by saying it's going to be a tuesday.

You might be on to something there...

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Originally posted by The_Pastmaster

Christ, cool as it would be, I hope they will make a completely different series of Anno for consoles in that case. I've seen one too many of my favourite franchises get pushed over on consoles and loosing much in terms of complexity and style.

So you have never played the version (Anno - Create a New World) for the Wii? ;)

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Originally posted by 03_szust

Isn't that what narration is about xD

Right? Almost as if it was her job... :P

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Hello once more! And wow, you all really had some questions to ask :P

The week is ending and so is this AMA. We're happy so many of you not only took, but also enjoyed the opportunity to ask your questions in this thread over the last few days.

You're of course welcome to continue asking us questions here and across all our other channels but occasionally the team also needs to work on more Anno 1800 content.

There's a good chance we'll repeat an AMA like this one in the future, we definitely had a lot of fun.

Thank you and stay safe!

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Originally posted by LaChouetteNoir

Hello there, nice job all of you have done so far with the game and DLC's.

However, I have a question to game update 10; is it possible to revert the automatic placement of fences etc. ? I really dont like that I have to manually click and ctrl+v every bit of plaza (as an example) now. For example to get the benches variation of the plaza tile in the "right" places, I have now to manually set the pieces to be benches. Before I could place them individually wherever I liked and it seems to be more work now to decorate.

Thank you for your feedback on the new hedge/fence placing mechanic. We've read a few comments like yours and agree that the new mechanic does not provide an optimal solution for all situations.

We'll discuss this topic once more internally in the upcoming weeks.

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    Ubi-Thorlof on Support Forums - Thread - Direct
Hey, so there are two possible causes:

One is a mod, that impacts your harbor area. So, if you're using any mods, please remove those and verify the game files. Or wait, till there's an update for the respective mod.
As usual, using mods of any kind happens at your own risk.

Secondly, you always need to leave some space so that all buildings have access to the ocean, you can't build "walls" all around them.
Feel free to share a screenshot of the issue, if you can rule out mods causing the problem.
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Originally posted by ANT1_V1RUS

Hello Anno Team, thank you for making a great game I can play together with my friends and having a good time!

I play a lot alongside three other Annoholics, but unfortunately we weren't able to play with the Sunken Treasures DLC yet as only one of us could get Crown Falls Island and build MegaCityOne (and with the upcoming skyscrapers even the Peach Trees Towers ;) ).

We're you ever thinking of (sort of) tweaking Cap Trelawney, that every player could get their own Crown Falls island ?

Cheers from Nürnberg,

ANT1_V1RUS

Hey ANT1_V1RUS, happy to hear you're enjoying Anno 1800 in multiplayer! :)

While this topic has come up, we're currently not planning to add multiple Crown Falls for a multiplayer session.

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Originally posted by theted78

Loving Docklands thanks Dev team ! Only have 1 issue ! Why will ships still wait and use main harbours and not come and use the docks can we have an option to send to a dock specifically please 😌

The ships will try to use the pier with the highest loading speed at the specific coast. If your main trading post, for example, has a higher loading speed, they will prefer that one.

The same goes for Captain Tobias, for example.

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Originally posted by Grieswurst

Q1: GU10 brought many nice QOL-Features again but still some long desired features are missing. So my question is if you heard our feedback regarding more QOL improvements such as:

- a queue for the research institute  

- the ability to convert scrap metal  

- a tool to downgrade and a tool for multimove   

- the ability to head for merchant islands when switching sessions   

- the ability to change our color/emblem/character in an ongoing savegame? 

Q2: In the past we once got a chance to collect all previous twitch drops in an event for a single weekend, which I sadly missed. So right now I am still missing the twitch drops from the "Bright Harvest" and the "Seat of Power" twitch event. Will we ever get a chance again to collect all previous twitch drops at once?

Q3: Will we finally get a hot-air-balloon in season 3?! :P

  1. We're aware there's a seemingly endlessly growing list of wishes and suggestions. Understandable, there's always something to improve ;) As usual, we won't guarantee these changes or features will make it into the game, but: Season 3 has just started and we're definitely planning to address more community feedback points in the next Game Updates.

  2. Right now we don't have plans to release past Twitch Drop ornaments separately, no.

  3. But you already got zeppelins! Like hot air balloons but bigger and faster :P

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Originally posted by chicacherrycolalime

Amazing! Hope I'm not too late :o

  1. Is there any chance to release the tool you guys use to make the camera flights in the trailer? I would love to create flights around my towns!

  2. Will you do another AMA in a couple months? Please? =)

I'd say right now it's not very likely we'll release a tool like this to the public since it's tied to a few other things. Can keep it in mind :)

Considering this AMA was very well received by all of you and we definitely enjoyed it, there's a good chance we'll repeat it some time in the future, yes.