Ubi-Thorlof

Ubi-Thorlof



01 Sep

Comment

You might have already checked yourself yesterday, but for completeness sake: The regular models have not been touched, but for their skyscraper variants, the base modules were adjusted to better fit. They basically have a flat roof in those cases, should one remove the modules on top.


31 Aug

Comment

That's important, thank you!

Comment

They should not have any of their files changed, but I'll see if I can get a definitive answer for you.


27 Aug

Comment

Originally posted by Hiro_Trevelyan

From the artwork in the blog, it seems that the buildings keep the same shape, but has actual 3D variations. Like, a different building that has the same shape. I'd be ok with that

I mean, the pedestrian pack will include new 3D assets. All cosmetics so far required new 3D assets. It wouldn't be surprising that their last cosmetic pack would cost more but be very complete.

Maybe I'm dreaming too much...

More on the content later this year, but we can already say that the pricing will be the same as for all previous CDLCs.

Comment

Originally posted by HolyHerbert

Holy shit, we're getting more stuff FOR FREE?

That's the kind of comment we like to see!


20 Aug

Comment

Originally posted by fhackner3

So, i suppose the assembly line is responsible for elevators, type writers and toys? But where biscuits are made...

Toys are produced in the Artisan Workshop - but the biscuits you mentioned are produced and packaged in the Assembly Line.

Comment

Originally posted by evian_water

u/Ubi-Thorlof : seems that (based on the screenshot) the skyscrapers have the "yellow" night light effect on the windows, instead of the "white" light.

If I understand correctly how it works in the base game, the yellow light is used for residences that aren't connected to electricity, whereas it turns to white when it's powered up.

Are the skyscrapers working correctly in that regard?

Hey, in the final version the Skyscrapers correctly show a more white-ish light when supplied with electricity.

Comment

Originally posted by Sharblue

I have yet to start a new game with Tourist DLC, so I must admit I’m a little bit lost with many of those infos.

What are multifactories? Can you build multiple items in the same building at the same time? Or one building can produce multiple hoods you have to choose from?

Recipes?

You can choose from a list of recipes or patents what the respective Multifactory is supposed to produce.

For example, the Artisan Workshop can be set to produce Cognac, Violins or Billiard Tables - each "recipe" requiring different input goods.

Comment

Originally posted by Grieswurst

Will we be able to get the new items in the research institute aswell?

Yes :)

Comment

Originally posted by fhackner3

I believe the panorama effect has a large enough radius that you can still dedicate some space to non skyscrapper stuff around and still reach level 5 panorama

What he said :)


19 Aug

Comment

Originally posted by BuryTheMoney

My god! That’s a highly complicated production chain just to make babies!

Truly, the world of anno is fascinating- what with requiring lacquer for generating infants!

Happy to provide more insights into the workings of the world of Anno 1800.

Comment

Originally posted by btw339

>the early period of skyscraper construction during the late 18th and early 19th centuries.

Immersion broken. Literally unplayable. Cancelling my preorder. 😤😤😤

Very good point, we were of course referring to the late 19th and early 20th century!

Immersion restored?

Comment

Originally posted by Takarazuka012

Yeah when I was talking with Thorlof about this specific trigger he did think that it was tied to the AI waiting until the player first settled in the region. He talked with the game development team to confirm and they gave him the correct trigger.

What he said, yes.

The trigger is the player building or having built a hospital. Not an issue as originally thought.


18 Aug

Comment

Originally posted by Takarazuka012

They have not announced a release date. The only thing that we have been told is that the cosmetic DLCs will be coming out after High Life.

What he said ;)

But hey, we might have news soon


16 Aug

Comment

Any future project will of course contain achievements, as well as challenges and rewards like all Ubisoft games via Ubisoft Connect (have a look at other Ubisoft titles like Rainbow Six Siege or Assassin's Creed Valhalla). How exactly those will look like, we will see :)

Comment
    Ubi-Thorlof on Support Forums - Thread - Direct
@pitair1

Given that you've made another thread where you post some suggestions regarding mods, I assume you're using mods already. There's a mod called I...
Read more
Comment
    Ubi-Thorlof on Support Forums - Thread - Direct
@pitair1

Given that you've made another thread where you post some suggestions regarding mods, I assume you're using mods already. There's a mod called I...
Read more

13 Aug

Comment

Originally posted by UTUSBN533000

A little confused by the consumption changes. Currently each residence consume a fixed amount of goods regardless of number of inhabitants. The new formula changes it to "based on the maximum total possible population". So the end result is still the same? The only real change is lesser consumption during the buildup phase?

There's zero change to the consumption.

We only changed how the consumption is calculated in the backend, which, however, has no impact on you while playing.

When you build/upgrade a residence, it will still immediately consume the maximum amount of a certain good. The change we did was necessary so we could implement and balance the new residences, but the results are indeed the same.

We expanded this section in the blog to provide more clarity on the matter. Generally speaking, this purely is a development insight: Might be interesting for some, but knowing it has no "use" for you if you want to know about gameplay changes or new features.

Comment

Originally posted by ThinkBlueCountOneTwo

I think they are saying that in the code they changed the formula from counting the number of buildings to counting the population max, but those things are equal so nothing actually isdifferent. So for example before it was consumption = 5 farmer houses. But now it's consumption = 50 farmers. They just changed the unit in the formula but the result is the same.

That's basically it, yeah.

We've clarified and expanded the section in the article now, should hopefully make it clearer.

Comment

Originally posted by Andur22

Looks like you guys implemented a lot of feedback from the Tests, very happy to see that. Looking forward to the release!

Indeed. More on that in next week's blog :)