- Anno 1800
- Game Update
Game Update 6
Game Update 6 adds support for our third and final Season Pass DLC, “The Passage”, for all Season Pass owners. “The Passage” will also be available as a stand-alone purchase from December 10 onwards.
Game Update 6 also adds support for the “Holiday Pack”, a new DLC including 23 festive themed ornaments you can use to build your very own Christmas market in your cities. Please note that this is a new standalone DLC that is not part of the Anno 1800 Season Pass, or any of the game’s different editions.
Co-op is here! In this new multiplayer mode, up to four players can team up to create the industrial empire of their dreams together, while competing against up to three other teams (for a total of 16 players/ four teams of up to four players).
Would you like some statistics with that? Our new in-depth statistics feature gives you unprecedented insights into the workings of your empire, with dedicated tabs for productivity and consumption, current stock of all your goods, population growth and finances. We have decided to implement this functionality as part of the main game interface to make sure that it is available at any time. To access it, you can click on the finance and population buttons on the top menu bar; access the menu from any production building in the game, or via the CTRL+Q/ W/ E/ R shortcuts.
It’s benchmark time! We have added new benchmark functionality to test how well your PC performs running Anno 1800. You can start the benchmark via drop down from the “Play” button in Uplay, with separate benchmarking for Direct X 11 and 12 available. You can find your benchmark results inside your documents folder ‘Documents\Anno 1800\benchmarks’.
Happy Holidays: We have added a new festive billboard ornament to the game, allowing you to bring the spirit of the season to your cities.
Manage your notifications. As we add more and more sessions to the game, we know that the number of notifications players receive can become overwhelming. To counter this, we have added several new filters to the game, which can be turned on/ off from the “Game” tab in the options menu. In addition, you will only be shown notifications about the arrival of a new specialist if you are in the same game session. Missed notifications will be shown to you the next time you travel to the respective session.
Added multi-copy tool: You can now copy a farm including all its farm fields/modules by holding [Shift] while copying it. You can now also drag and drop the copy tool on the buildings you want to select when copying.
More control over your DLCs: You can select to turn every gameplay-relevant DLC you own on or off during game setup, both for single- and multiplayer games. Please note that once the game has started, these settings cannot be reverted.
Reworked the multiplayer lobby in support of the new co-op mode, and the DLC selection functionality.
Faster session switching: We have added new shortcuts on the numpad to allow for seamless session switching. The num 1, num 2, num 3 and num 4 keys are used by default. As always, you can rebind them from the options menu.
While released in a previous update, we want to raise awareness for our AMD upsampling feature in Anno 1800’s video options. The upsampling feature, which works with AMD, Nvidia and Intel GPUs, improves the sharpness of your picture significantly while still saving performance for older systems. Give it a try!
Reduced the frequency of AI interrupting in case of declined settlement requests. The AI used to ask the player if they could settle per session, and these had separate cooldown in case the request is declined. This has now been changed to a global cooldown, meaning the AI asks a lot less frequently.
The duration of the “Ceasefire” diplomatic state has been increased from one to two hours to make diplomacy more meaningful. Accepting or declining ceasefire proposals will now also have a higher impact on reputation.
The duration of the “Non-Aggression Pact” diplomatic state has been increased from three to five hours, for the same reason.
Diplomacy memory messages ( e.g. “we should drink tea more often” – 2 reputation etc.) are now happening less frequently to reduce the number of notifications.
The general probability of explosion incidents was reduced by 20% across the board.
Changed the sorting of goods in warehouses to display regional goods for the session first.
Improved the display of required population to unlock new Monument construction phases.
Improved text display when losing a ship during an expedition.
Removed the confirmation message when sending a ship to another session.
Improved game stability during expedition events.
Improved handling of fleet transfers between sessions. Prior to this fix, ships that traveled in a fleet would split up to travel to various harbors upon arrival in their destination session. Please note that individual ships travelling by themselves will still move to a random friendly harbor when arriving in any session besides the Old World (where they will always default to the first harbor built in the session).
Improved detection of Warehouse connections for the construction AI. Previously observed issues could be triggered by the AI destroying bridges around their cities.
Improved quality of audio when a ship would be destroyed. The volume is now better balanced, and the sound of a higher quality.
Improved display of sails for a damaged Imperial Command Ship model.
Improved audio for various buildings such as the Limestone Quarry. Previously the excavator element of the building was inaudible to the player.
Improved the display of upgrade costs on blueprint buildings. Previously it was possible to see maintenance costs instead of the actual costs to place the building, which was unintended behavior.
Improved audio for the Fountain Plaza and Fountain Square ornaments.
Improved handling of defeated Pirates. Previously the pirates could get stuck in front of their harbor when returning after being previously defeated.
Improved the display of various menu objects on 21:9 ultra-wide screens.
Fixed an issue with the Expedition screen when a fully loaded ship needed to accept a reward.
Fixed an issue with quest objects sometimes being invisible on “low” graphic settings.
Fixed several crashes that could occur when loading a save game.
Fixed several crashed that could randomly occur when starting a new map session.
Fixed an issue with AI sending fleets of warships into sessions without giving them a concrete task, which could result in the ships idling near the session border.
Fixed an issue with the sound for the Clipper ships being much louder than expected.
Fixed an issue where the newspaper effect ‘Productivity’ of the ‘Propaganda – Anarchy’ article was not applied to factories that were built after the newspaper was published.
Fixed a separate issue with the newspaper effect of the “Propaganda Anarchy” article only being applied in the currently active session.
Fixed two remaining issues that could result in indestructible “ghost ships” as seen in previous patches.
Fixed an issue with ships up for sale leaving the harbor.
Fixed rioting mobs that would rarely burn down buildings. This was unintended and now they should react properly when multiple rioters appear.
Fixed situations where special editions of the newspaper would have missing or low volume audio from the Editor.
Graphics and User Interface
Fixed a visual issue with AI production buildings. Previously, the production buildings could appear inactive as in the background the storage was full.
Fixed graphical issue with the military comparison statistic bars in the Diplomacy menu.
Fixed the display of the top menu bar. Previously, players could quickly shuffle between islands which could result in the top menu bar not updating properly.
Health bars of ships should no longer be visible through the fog of war.
Fixed various HTML text issues that showed up in several areas of the game.
Fixed the display of infotips in the Musical Pavilion submenus. Infotips should no longer incorrectly cover other menu parts.
Fixed an UI issue in the ship object menu when ships would transfer between sessions. Previously a small placeholder icon would appear when a ship was in the state of session transfer.
Fixed many, many player reported translations issues across all of our supported languages. Thank you so much for your help spotting these!
Fixed a visual issue with damaged ships under fog of war. Previously some parts of the ship were not fogged correctly.
Fixed a small visual issue with the shadows of lighthouses.
Fixed the display of cannon fire during nighttime.
Fixed a small visual issue with trees cut by the woodcutter.
Fixed the display of the treaties menu if the player is in an alliance with another party from the beginning of the game. Previously, this could have resulted in the menu appearing empty.
Fixed a visual issue for the “Sculpted Bear” ornament in the Botanical Garden. Previously the ground plate didn’t fit with the rest of the placeable modules and ornaments.
Fixed a text issue that could appear when selecting a Hospital during an active incident. This could have rarely resulted in unwanted behavior such as missing strings or missing icons in the incident building object menu.
Fixed the object menu display for Warehouse ruins. Previously the menu would appear incorrectly elongated while in a ruined state.
Fixed display of infotips in the Visitor’s Harbor. Previously some infotips would display values with too many decimals.
Fixed a text issue with infotips of goods displayed in the ship object menu for “Hiring fee” and “Purchase price”. Previously this would appear inconsistently in item infotips when checking in warehouses or ship inventories.
Fixed the text on infotips of building pins displayed on top of the construction menu. Previously very little information was displayed in the infotip of an empty slot pin.
The “Water Dispenser” item is now usable in the Trade Union building instead of the Town Hall.
Fixed several items that could unintentionally affect the power plant.
Improved handling of items applicable to shipyards that could interrupt ship construction when applied. The previous issue would occur when any shipyard-type effect would be applied if a ship was already in progress.
Fixed the effect for “Former Pyrphorian Whizz”. The redundant attractiveness modifier effect has been replaced with a decreased incident chance and decreased maintenance costs.
Fixed “The Promise Trust” quest line of Margaret’s Hunt quest chain.
Fixed handling of interactions in Sunken Treasures when reaching specific diving spots during the “Big Blue” mission. This might have caused Vasco to not react when approaching the diving spot.
Fixed animals spawning under the terrain in “Hibernation” voluntary quest from Bente Jorgensen.
We fixed the preconditions of some quests. You could previously receive quests to deliver a specific good that you could not yet produce.
Fixed islands being renamed when gaining ownership of them as part of a quest chain.