DevBlog: From Bug Report to Game Update

In summer, we talked about the work of our QA teams, which focus each team has and the importance of these teams for the overall production process of the game – doing a lot more than just looking for bugs or playtesting Anno 1800. If you haven’t checked it out yet, we heavily recommend you do so before you continue reading to first learn about the tasks and areas of responsibility of our three teams: our internal QA team, the Live QA team and the Quality Control teams.

And as we mentioned back then, we now want to give you some insights into which steps are taken from finding an issue to a fix being released

In order for you to get a quick first overview, have a look at the graphic below. We will then go into more detail in the blog itself.

Finding or Reporting an Issue

Usually, there are two ways for an issue to pop up on our radar: either it’s being reported by you via one of our channels (or forwarded to us by one of the Anno Companions) or we notice it during internal testing – or playing 😉

In both cases the issue is being put into JIRA, which is a tool that can be used for various purposes, in this case, we use it to report and track bugs. During this process, each issue is categorized on several factors and tagged if required, most importantly: severity (impact of bug if encountered) and probability (how likely will players encounter this issue)

These two factors then make up the priority (e.g., a high probability but low severity issue will result in low or medium priority).

Reproduction

The next step is super important: We attempt to reproduce the issue, meaning we try to make it appear on purpose on our end. This helps us locate potential causes for the issue which in turn makes it a lot easier for us later to address and fix the problem later.

This step can sometimes be quite work-intensive. For example, to reproduce issues from the live version, the QC team sometimes needs a very specific hardware combination for tests, which might be extremely hard to come by.   Sometimes this also means having to work with hardware manufacturers like AMD or Nvidia directly to get or test specific hardware combinations to reproduce and investigate specific issues.

It’s therefore extremely helpful for us if you, when reporting issues to us, add as many details as possible: Can you reproduce it yourself? What did you do before the issue appeared? Which hardware are you using? Etc.

For Anno 1800, due to the variety of options to set up a game and each player’s unique playstyle, it often happens that the Live QA team might need to ask for save files, screenshots, videos or system information after receiving the initial report. This is when the Customer Support and the Community Management teams come into action: They will reach out to the player and provide more information if possible.

These reproduction steps are therefore also detailed in each JIRA ticket so that everyone working on this issue can quickly check it for themselves. Also added is a reproduction rate: Can the issue be recreated every time when following certain steps or does it only happen occasionally? Or are we even unable to reproduce an issue that has been reported to us?

Fixing the Issue

Fixing the issue means further investigating the cause of the problem based on the information provided.

This happens based on the prioritization we’ve done in step 1. Additional factors are available resources inside the team, which can mean that even if an issue has a low priority, the fix will still end up in the update if we have free resources in the responsible department. Keep in mind that the team is simultaneously also working on the next content update or DLC.

We also want to highlight here that of course the team responsible for the fix greatly depends on the kind of issue. A wrong quest text? A missing texture? An item effect not working? Misaligned icons? Each might need a certain specialist to address it.

While in some cases it can be, for example, possible for one of our coders to figure out the cause and location of an issue without reproduction steps, this is not the norm and always greatly extends the time required to create a fix.

That said, any kind of fix can take time because usually finding the exact cause is not a matter of minutes: We must figure out what exactly is leading to the behavior we have observed and reproduced. Additionally, there are possible risks, especially since video games like Anno 1800 are super complex: Fixing one issue can lead to a different system not working as intended anymore, new bugs can appear, etc. Some systems of the game are far more tricky to work on than others.

Testing the Fix

Therefore, each fix needs to be tested properly. Not only isolated just for itself (is the bug solved?) but also in combination with the rest of the Game Update – i.e., the new version of the game. This is to make sure that a fix is not breaking something else, as mentioned above.

Detailed reproduction steps are therefore also important for the testing since we need to know how one could initially encounter the bug: Does the issue now NOT appear anymore after following the outlined steps?

As you might have guessed, similarly to the previous steps, testing isn’t done in a day. We usually enter a “validation period” before we deploy a Game Update. This period usually is about 2 weeks long and consists of two phases:

  1. The first one happens internally here in Mainz and it’s a “Feature Freeze” which we call the “Golden Ticket Phase” – because only QA-approved, “golden” JIRA tickets are still allowed to be worked on and included in the update. Everything else will have to wait for a future update.
  2. In the second week, our colleagues in the QC teams are doing the validation of the update. We are not working on the update anymore at this point.

Of course, it can happen that a specific fix or even the Game Update itself turns out to be not working or to have issues. In that case, we need to go back to the previous steps (including another round of validations) which in the worst case can mean having to delay the release of the Game Update.

Game Update Release

When the new version has been tested and validated, we’re almost ready for release. During this process, we’re also in contact with colleagues in other teams so everyone is aware we’re planning to release the update that day.

We also usually bundle multiple fixes together in such a Game Update: This might mean that some issues are already fixed and waiting to be released to the live version of the game, but due to the amount of work involved, there is a balance we have to strike between addressing a problem in time while still not overburdening our teams with constant releases.

The “Hotfix” is an exception, and we talked about it in our previous DevBlog.

Our major Game Updates which release alongside a DLC usually go live at 6 PM CET while the smaller ones usually go live at 2 PM CET. And if you haven’t noticed yet: Our favorite release day is Tuesday. ?

Since we regularly see misunderstandings about our internal processes and the time it takes to address and fix bugs and other technical issues, it was a priority for us to shed some more light on this topic specifically.

As we have hopefully made clearer in this blog, the process behind bug reporting and bug fixing is not an easy one: It takes time and, most importantly, a lot of patience and resources. If you have any questions about it or would like to know more about other specific processes, don’t hesitate to reach out in the comments below!

DevBlog: Game Writing and detective stories

Hey Anno Community, 

 

We’re often focusing on the mechanics of Anno 1800, talking about features, new buildings and (of course) items. At the same time, because of the popularity of ornaments and the number of screenshots all of you are taking, we know many of you also care for the little details of the Anno world. 

Today, we want to dive into different kinds of details when we talk with Lotta, one of our Game Writers, about the work of the Narrative Team and bringing the world of Anno 1800 to life. 

In broad strokes, what kind of tasks is the Narrative Team responsible for?

The Narrative team is split into two roles: Narrative Designers and Game Writers.

Roughly, Narrative Designers focus on creating the broad narrative structure (the setting, the plot, the questlines) and then implement these structures within the game: How and when a quest is triggered, what gameplay aspects are involved, what art assets are needed etc.

Game Writers on the other hand write in-game text: Quests texts (audio text, text in the quest books etc.), gameplay and flavour text (for items, ornaments etc.) and support for technical texts (menu texts etc.)

But very often the team comes up with story ideas together. Especially at the start of a new project or a DLC, ideas are shared and expanded upon through research and discussions.

Once everything is written, some of the texts need to be recorded. This is also something the team is involved in. They work together with a recording studio and the actors to bring the characters to life.
And finally, Game Writers are also involved in the localization/translation process: They communicate with the localization team, give feedback if there are any questions and check the final edit.

(All text is written in English. But depending on the writer’s mother tongue, they are also involved in proofing another language. I, for example, was also involved in proofing the German translation and attending the German audio recordings.)

Part of your job also is research for new DLCs. Can you tell us a bit about the process?

Research is a big part of Anno.

Once the focus for a DLC is agreed upon – like the skyscrapers in the high life DLC – we start focusing our research on the specific setting, timeframe, building type etc. In the case of “The High Life”, our focus was the late 19th/early 20th Century in America. Specifically, the construction of early skyscrapers, the rise of department stores and the history of patent products.

But the Narrative Team is by no means the only department conducting research. The Game Design Team, for example, is also very research-focused. This is important to ground goods, buildings, and new mechanics in a historical context. At this stage, a lot of the research gets shared between the teams, and we discuss how to best use all the information we gather in-game.

(But other departments also do research, the art team for example. Different places in specific time periods have very distinct looks. The architecture, the fashion, etc. So, it is important to gather references.)

How do you go about making the world come to life?

It is always fun to find little details, anecdotes and stories during our research and then still try to sneak them into the game. While the big picture is important, it is in some way the accumulation of details that really gives a game setting depth and makes it come alive.

This of course can be done through easter eggs but also in item fluff texts, quest names, characters etc. Little historical anecdotes are often hidden in Anno 1800, references to old games or little details that try and capture the Zeitgeist of the setting.

One of those are the hidden detective scenes in the “The High Life” DLC.

Then let’s talk about just that. What are these scenes, where can players find them?

Once the Skyline tower is built two people can be found atop a balcony, sitting by a chessboard, enjoying a drink and a conversation. They are the two protagonists of a mysterious easter egg. One is a 1920’s Noir Detective, dressed in a dapper suit and a hat. And the other is his confidant and close friend, the drag queen – dressed in ruby red. Just get close to the tower to experience one of their conversations – they happen in random intervals.

About the two characters

Private Investigator

He is the classical 1920’s hard-boiled noir detective who’s seen a little too much in his line of work. He started his career of snooping as a journalist but got tired of printing rumors and lies and turned to the pursuit of truth instead. Although the dead rarely pay.
He cares for the people and their stories, but that makes it all the more difficult. To deal with it all he likes to take to the rooftops of the city after a case, where he meets with his friend and confidant the Drag Queen.

Drag Queen

She knows the city and its people just as well as the detective, if not better. When he tells her of his cases, she can picture it all: the faces, the scenery, the consequences… She’s a good listener and probably the only one the detective has got. But she’s not just there out of the kindness of her heart she likes the stories too, she likes the mystery that unravels thought a conversation.

Whenever our Detective has closed one of his grueling cases, he goes to this balcony atop the Skyline Tower to meet his friend. There he reflects on the events of the case, his client, the clues he found, and of course the outcome. The drag queen always has an open ear for him, curious to know the reveal, ready with a bit of advice, and a sympathetic smile.

In total, there are ten different cases you can overhear.

As you know “The High Life” is heavily inspired by the American skyscraper boom at the end of the 19th and beginning of the 20th century. To strengthen the atmosphere of that setting we choose to include another American staple from around that time: The noir detective genre.
Noir stories were first published in so-called pulp magazines. Among the many heroes of these stories, the 1920’s hard-boiled noir detective might be the most famous. He is a complicated antihero, a broody, pessimistic private investigator who’s seen a little too much in his line of work but still cares enough to take on case after case. Despite his air of indifference, he always gets invested and when his cases reveal a tragic tale – which they often do – he drowns his sorrows in a stiff drink.

The most famous of his kind must be Raymond Chandler’s Philip Marlow.

Have you already encountered one of their scenes? If not, find below one of the ten conversations to listen to – and make sure to check out the others in-game!

(Music Credits: Signs To Nowhere by Shane Ivers – https://www.silvermansound.com)

 

 

That was a short look into the work of a Game Writer on Anno 1800. Do you want to know more about their everyday tasks? Curious about details on the work of the Narrative Designers? Let us know what you want to learn more about!

DevBlog: The High Life

It is a frigid night, a thick fog blankets the city, ahead of you dim lights spill onto bustling streets. A sea of faceless umbrellas bobbing up and down, caught within a current of unending urgency. You feel a cutting breeze, drops of rain, and in the distance, you hear rumbling thunder. You quicken your pace.

You see an immense silhouette, jutting between rooftops – a flash and the goliath skyscraper is illuminated! Beautiful and foreboding. You crane your neck in awe. There is a moment of stillness then, with a resounding clap, the sky breaks open.

You run. Drenched you burst into the lobby where warm lighting greets you. You take a breath. A mellow tune drifts towards you from a gramophone in the corner, its soothing cadence interspersed only by the quiet dripping of your coat, then a soft ding catches your attention, you look up.

The elevator doors slide open. A bellboy smiles at you. He takes a gentle bow and asks, “What floor will it be?”

Hey Anno Community,

After last week’s DevBlog which went into detail on the Skyscrapers, their historical references and the mechanics tied to them, today’s DevBlog provides you – as usual – with the full overview of all features of Anno 1800’s upcoming DLC: The High Life.

Grab a coffee (or a glass of champagne, if you’re feeling as fancy as the Investors), and let’s dive right in:

A Story of Architectural Progress

As we mentioned last week, the “The High Life” DLC took some strong inspiration from the early period of skyscraper construction during the late 19th and early 20th centuries. These new architectural feats were made possible by new building techniques and supported by inventions like the hydraulic elevator.

Many of the early skyscrapers were built in New York and Chicago after large-scale fires destroyed existing housing and a population boom also required more and more residences. The iconic look of the early skyscrapers was shaped by the Chicago school of architecture by combining the French Beaux-Arts or renaissance style with practical and commercial elements. Influential examples include the 1908 Singer Tower and of course the 1930 Empire State Building.

The story of “The High Life” is therefore focused on these new architectural achievements, but also the exploits of enterprising businesspeople on the consumer market, when we’re looking at Shopping Arcades.

In this matter, you will make the acquaintance of Donald “Donny” Bader, a capitalist visionary who is eager to change the skyline of your cities with Anno 1800’s first Skyscrapers.

Donny’s a prolific Investor – the best in the city if you ask him – and he’s happy to share the tricks of the trade with you. Cutting corners, fudging numbers, splurging the health and safety budget on bubbly, it’s all in a day’s work for him. And he’s rather impressed by you, witnessing your achievements with rapt attention. Truth be told he’s quite the fanboy, eager to hitch a ride on your coattails towards glory and profits. He’ll invite you to the Skydeck to celebrate his victories, but he’ll never once give credit to the people who made them possible. With a winning smile to shame all the losers, his hair slathered with pomade, he’ll call the workers lazy and waste Theodora, his top Engineer, on fetching him refills.

The Skyscrapers, a Change to Your Skyline

Having set the scene, we’re sure you’re eager to know how to build these Skyscrapers in-game, right? As soon as you reach 5000 Investors, Donny will contact you about his ideas for a new construction project. It would be a shame to ignore such an opportunity, so better get started right away.

How to Build a Skyscraper

Before you can start building, though, you first need to set up a new production line: Skyscrapers require a new construction material, elevators, which are produced in an Assembly Line. We’ll get back on the topic of new production buildings and goods, for now, let’s stay with the Skyscrapers a little while longer.

Both Engineer as well as Investor residences can be upgraded to Skyscrapers. This allows you to increase your population without requiring building space for additional residences. The Skyscrapers themselves are modular, meaning you can upgrade them multiple times until they reach their maximum height: Investor Skyscrapers can consist of 5 levels, Engineer Skyscrapers of 3.

There are multiple different variants for each module and the general style of a Skyscraper also depends on the base residence underneath. You can change the look of each individual block via the building’s menu and clicking on the customization button.

It’s also possible to downgrade a Skyscraper or turn it back into a regular residence of the respective population tier – and yes, before you ask: Residence items also impact Skyscrapers.

 

Skyscrapers inherit all needs from their regular population tier, but with each level, you will need to fulfill additional new needs in order for more residents to move in. New needs can be goods (like cognac or biscuits) or the new Shopping Arcades like the Furniture Store.

While their residents pay taxes like all your citizens, Skyscrapers are special since they cost maintenance. If they’re not properly supplied and placed (check below for the “Panorama Effect”) they can cost you more than they pay you in taxes.

On the plus side, they do provide you with significantly more residents as well as influence points.

If you want to learn more about the development of the Skyscrapers for “The High Life”, make sure to check out our first DevBlog for more details on Design, Art and UI challenges.

The Panorama Effect

The Panorama Effect is a new mechanic exclusive to Skyscrapers. In short, your Skyscrapers will receive a buff if they are next to a skyscraper of a lower height.

This means, if a skyscraper has other skyscrapers of the same level or higher nearby, it has a negative effect on the buff, while taller skyscrapers are not bothered by having smaller ones nearby. A Skyscraper still profits from smaller ones but might not reach the full panorama effect if there’s a same height or higher skyscraper nearby.

A diverse town, therefore, leads to better buffs for the buildings (and honestly it looks much better). There is no punishment for “Skyscraper only” cities, but the buff significantly helps to offset the high maintenance costs.

The buff itself comes in several levels (intense, strong, solid, moderate, weak, none) and reduces maintenance costs, increases the maximum number of residents and provides bonus residents (this one only when supplied properly).

New Needs: Shopping Arcades

With a few Skyscrapers constructed, let’s take a look at the new needs of their residents, starting with the Shopping Arcades.

While department stores already existed in the US, some since the 1820s, they were innovated upon and expanded during the late 19th Century. Their popularity was propelled by a post-civil war economic boom and the demands of a quickly growing population. Retail moved away from local-owned businesses towards large corporations. The shiny new department stores offered personal shoppers, catalogues, and order by mail. But they also brought about a less obvious change. They opened their doors to women, enabling them for the first time to go shopping, and own and manage a budget— a small but significant step for female independence and autonomy.

 

Similar to the Restaurants in “Tourist Season”, there are three different kinds of Shopping Arcades your residents will ask you to build: The Department Store, the Furniture Store and the Drug Store. Each fulfils the respective need of your population, but depending on the patent you decide to equip, they provide a different bonus on the residences (regular ones as well as Skyscrapers) within its area of influence: Reduction of certain needs, a bonus to happiness or an increase in tax income.

From Secretaries over Lipstick and Tooth Paste to Toasters and Vacuum Cleaners there are many exciting products to choose from for modern shopping lovers.

Tutorial Menu

Like the previous DLC of Season 3, the new features and mechanics are also explained in the new in-game Tutorial Menu.

Want to double-check how the Panorama Effect works? Just click the “?” symbol in the top left corner of a Skyscraper’s object menu to receive an overview of all new mechanics.

New Needs: Products for High Society

As mentioned before, you will also need to supply new goods to your residents.

The Chemical Factory, which was added with “Tourist Season” receives a new recipe (Lacquer, requiring Ethanol, Resin and Quartz Sand), while the Orchard in the Old World can now produce Cherry Wood and Resin in addition to Jam.

On top of these additions, we’re adding two more Multifactories to the game: The Artisan Workshop producing many sought-after products like for example Violins (requiring Steel, Cherry Wood and Lacquer) or Cognac. The Assembly Line, on the other hand, is a great example of the technological progress the Industrial Revolution is bringing to Anno 1800: Aside from the already mentioned Elevators it’s also producing Typewriters. We’ve seen some guessing about which products might be needed to produce Elevators, so here you go: Steel, Steam Motors and Wood Veneers.

Finally, we’re also adding one more building to the New World: The southern session receives its own Chemical Factory, producing the very important Ethanol (using Corn and Wood) as well as another modern invention: Chewing Gum!

Based on community feedback from the Diary Study as well as the Technical Test, we made changes to the Multifactories in the construction menu: Each of their products has now its full production chain displayed, making it easier for you to see in advance, which goods and other production building you will need.

The recipes in the Shopping Arcades and Multifactories work just like you’re used to if you played “Tourist Season”: Some of them are unlocked via quests, others by fulfilling certain conditions. If you own “The Passage” or “Land of Lions”, you will be able to choose from a few additional recipes, more on that below.

Items

Following your feedback from “Tourist Season”, we’re adding several new items with “The High Life” which specifically affect the new building types introduced since “Tourist Season”, like Hotels, Restaurants, and the new Shopping Arcades.

The Multifactory buildings even receive a completely new type of item which works a bit differently and usually comes with a trade-off of positive and negative effects. Some of them are more specialized in specific building types like the Chemical Plant, others work on all kinds of Multifactories.

This should give everyone who loves optimizing their economy more options to puzzle and make the most of the often-limited space.

Let’s talk DLC Synergies

Let’s now take a look at the synergies you can profit from when owning several of Anno 1800’s previous DLC, several of which were the results of playtest feedback:

Firstly, as already mentioned above, you will receive additional recipes for each Shopping Arcade with their unique buffs if you own “The Passage” or “Land of Lions”. This way you can supply your citizens with products like Refrigerators, Face Cream and Four-Poster Beds – for a truly luxurious life.

As a result of feedback from the playtests, the Skyline Tower – the new monument of “The High Life” – is a potential need for Tourists and can be connected with the bus network.

Certain sets from the Zoo or the Museum now also influence Multifactories. For example, the Bronze Age Exhibition or the Icebound Exhibition.

Finally, also based on community feedback, if you own “Seat of Power”, several of the Palace’s buffs are now affecting buildings from “The High Life” and “Tourist Season”, as long as they fulfill the conditions. For example, Orchards are not considered farms (just like Lumberjacks aren’t either) and the Artisan Workshop is – in contrast to the Assembly Line – not a “heavy industry”.

One word about the “public service” boost the Palace can provide to buildings like Theatres or Pubs: Shopping Arcades (and Restaurants, for that matter) technically aren’t your usual public services since they require input goods to provide their service – they just fulfill a similar gameplay function to standard public service buildings. They are therefore not affected by the buff from the Department of Welfare.

Further details: The technical side

For the ones among you who want a quick dive into parts of the game logic, here’s some more background on the matter:

Another aspect of this decision is technical reasons: In contrast to regular public services, the reach of Shopping Arcades is at the same time also the range of the carts delivering the required input goods. The Palace buff could increase their reach but not the cart range, which would then require two different visualizations on the same streets, making it complicated and confusing from a UI point of view.

On the other hand, if both ranges should be increased by the Palace buff, the cart logic would need a rework:

The maximum range of carts is currently directly bound to the production cycles of a building, assuring that they deliver the input goods in such intervals that the production building always has enough goods to continue production. Increasing the cart range would thereby also increase the time the cart takes to deliver the resources, leading to gaps in supply.

Let’s assume for a moment we accept this and let players decide if they want to accept production issues cause of delivery times. Here we have two more problems:

  1. Right now, we don’t have indicators for players about such a system
  2. Having production buildings search for a warehouse ‘somewhere’ on the island compared to just inside its set radius would directly impact game performance.

Alternatively, if we wanted to assure optimal supply no matter the distance, certain parameters would need to dynamically change based on the current cart range, for example the speed of the carts (which would end up looking extremely silly) or the production cycle of the respective building.

All this, mind you, would mean making changes to a core system of the game just for a specific new building type for a DLC – which would be a loooot of work. And then we would need to make sure all this is also transparently communicated to you, the players, so you can understand the mechanics and adjust your production accordingly.

For Restaurants, this is even a whole different matter, since here the effect range towards Tourists is decided by the bus network, and not by pure street distance, complicating matters further.

A new Monument

Let’s end this DevBlog with a high point – literally: The “Skyline Tower”.

After you’ve built a sufficient number of level 5 Skyscrapers, Donny will contact you with his most ambitious project yet: a monumental tower!

The Skyline Tower is a multi-stage monument and the tallest building in Anno 1800. It contains the probably most luxurious apartments and can house several thousand Investors. They have all the needs of regular Investor residences but there is a twist: The maximum number of residents of the monument depends on the number of Shopping Arcades in your city. Each Shopping Arcade recipe makes the Skyline Tower more interesting to residents, adding another 100 to the maximum population. The respective Shopping Arcade does not have to be in range but simply has to be located on the same island.

This brings us almost to the end of this DevBlog. But we can’t end it without mentioning that you’ll again receive several new ornaments fitting to the theme – including something red and round which uses hot air… what could that be?

If you’re curious for some live gameplay of “The High Life”, mark the 26th of August in your calendars: At 5 PM CEST the Anno team will do their English gamescom stream on twitch.tv/ubisoftbluebyte, presenting the upcoming DLC and talking a bit about what else you can still expect to come to Anno 1800 this year. Don’t miss this!

DevBlog: The Skyscrapers

The most prominent and central element of “The High Life” – both visually as well as from a gameplay perspective – of course is the Skyscrapers. So, in this first DevBlog for the upcoming DLC, let’s take a look at how the Skyscrapers came to be and which challenges we faced during development.

The topic of Skyscrapers came up when we initially started planning content for Season 3 and decided on the Old World focus. While “Docklands” and “Tourist Season” were supposed to be DLC to accompany and support Anno 1800’s midgame, “The High Life” would focus on the lategame with its Skyscrapers as a way to maximize population in existing cities – and without a need to expand further, going up instead of wide – and more needs to provide an additional challenge.

Skyscrapers – The historical references

Skyscrapers already visually present the start of different times – away from a city where buildings are not differing much in height, to the architectural challenges of constructing buildings multiple times the size of normal houses.

 

Let’s check with our Narrative Team, Game Writer Intern Lotta and Lead Narrative Designer Matt, for some historical context on the Skyscrapers first:

The High Life DLC is strongly inspired by the dawn of American Skyscraper construction during the late 19th and early 20th centuries. In particular, the arrival of the hydraulic elevator, and iron-framed buildings enabled these new feats of skyward construction.

Many of the early skyscrapers were built in New York and Chicago, spurred on by large-scale fires that destroyed existing housing, in combination with a population boom. The iconic look of the early skyscrapers was shaped by the Chicago school of architecture by combining the French Beaux-Arts or Renaissance style with practical and commercial elements. Influential examples include the 1908 Singer Tower, the 1910 Woolworth Building and of course the 1930 Empire State Building. Constructing these behemoths was a difficult and expensive undertaking and numerous unsung workers made them possible, many of them were Native American ironworkers, their hazardous work referred to as ‘walking iron.’

The points above might lead to a question we have seen occasionally pop up in discussions about “The High Life” across various channels: Does Anno 1800 slowly move forward in time in the course of its DLC?  Aren’t skyscrapers too modern for a game titled “Anno 1800”?

Anno has always played fast and loose with time and connections to real history, spanning entire eras, which in our game go unaccounted (i.e., you don’t see any dates fly by as in titles that try somehow to simulate history). Of course, the downsides of this approach are exaggerated in Anno 1800’s century because there is so much rapid technological progress. We began with sail and ended with steam— but to tell the story of the industrial revolution, we had to make each resident tier feel like progress. Our production goods begin with fish and end with the first steam cars— so before we get to DLC we can say the game spans the entire 19th century, with “1800” as its starting point – which also nicely fits in with our tradition of having the checksum 9. What then are an extra few decades on top of that? Ultimately the passing of time is more connected to the resident tiers than the DLC, which is why the Skyline Tower at Tier 5 is one of the last things you are likely to build at this point.

The following graph visualizes this quite well – and does in fact date back to the time before Anno 1800’s release.

The visuals, creating the Skyscrapers

By now, you have already seen some concept art for the new Skyscrapers, so let’s talk visuals with Tim, our Lead Artist: Did you have specific inspirations for the skyscraper design? How did you make sure Investor and Engineer Skyscrapers are easily distinguishable?

The regular Investor and Engineer houses already have their own designs and color palette to be easily distinguishable. We just followed their rules for the design of the Skyscrapers to make sure on the one hand they are easily distinguishable and on the other hand, they are always fitting the design of the houses they’re placed on. When looking over your vertically expanded city after release, you shouldn’t have any troubles telling Engineers and Investors apart.

Additionally, we used a lot of old photographs and reference images of early skyscrapers (you can for example get some impressions on this Wikipedia page) to get some inspiration for their visual design.

Below you can find an early 3D blockout of the Engineer skyscraper we shared not too long ago.

A modular approach

The Skyscrapers in “The High Life” can be upgraded, having five levels total (or three, for the Engineers). Each level adds one “module” to the building, adding to its size and increasing the maximum population as well as the number of needs the residents have. These modules come in different shapes and sizes and are randomized when upgrading the building.

But: If you don’t like a specific module, you can simply change it by going into the customization menu of each building. The only restriction is, that you cannot add bigger modules on top of smaller ones – but the UI will tell you that when you start playing around with the system 😉

All this proved to be a challenge since a new system was required: This is the first time for Anno 1800 that you can build assets upwards. On top, it’s a modular system, which offers lots of different combinations. This system had a couple of new challenges for us to solve, graphical as well technical, like making sure the module system is working no matter which combination you will use.

New Mechanics & Challenges

Only offering an upgrade to your existing residences resulting in space for more people would be boring, of course. So, there are some challenges attached to it:

  1. Each building costs maintenance and especially the bigger ones can quickly become expensive.
  2. Counter this by making use of the Panorama Effect (see further below in this blog) where your skyscrapers receive buffs based on their placement and surroundings.
  3. And, of course, fulfill new needs with several new production chains and buildings to further increase resident numbers and tax revenue.

Phew, lots to keep an eye on – only to increase your population numbers? But no, aside from tax revenue, Skyscrapers also provide you with additional influence points depending on their level.

 

Talking with our Game Designers, the new systems did not come without their challenges during development: The way the game handled consumption turned out to be a problem when the same population class lives in different types of houses.

This is a premier for Anno 1800: With the old system of “one house type per tier” we could set the needs per population based on the house they would live in, so one residence would consume X amount of a specific good depending on the house type they live in (e.g. cause both Workers, as well as Artisans, consume Bread).

(That’s also the reason why Tourists are so hungry for Bread, one already eats for 500 people instantly – hungry fellows).

This was good because this reduced fluctuation in consumption. Upgrading a residence and unlocking a new good would instantly trigger the maximum demand and would not change until more houses are upgraded.

 

However, that had to change because of the Skyscrapers and the Skyline Tower: Both buildings can have their maximum population changed after being built (in contrast to regular residences) by getting additional needs added.

For you as the player, this has no impact on your gameplay experience: When we previously assumed “residence type X consumes Y amount of good Z”, we are now calculating the same consumption via the maximum possible population of said building by adding up the population each need provides (e.g. for Artisans we now calculate: 6 residents for Sausages + 6 for Bread + 4 for Soap + 4 for School + 4 for Canned Food + 2 for Sewing Machines + 2 for Fur Coats + 2 for University = 30 total. And those 30 people consume the previously mentioned goods by a certain factor). As you probably noticed, for regular residences the results are the same and we still assume this maximum number when you construct a residence or upgrade one. But a Skyscraper receiving new needs which increase the maximum population after being upgraded – that’s a different story.

In fact, we already did this kind of calculation whenever an item or buff increased the maximum population, basically an exception to the previous system.

To streamline it and cause we needed it for the new residences anyway, all residences now use this new calculation, making balancing the new features significantly easier for us, without causing any gameplay changes for you. So yes, a single Tourist will still eat cartloads of bread 🙂

Fun fact

Our Technical Test version had an in-between version of this system, so to speak. That resulted in, for example, instead of the intended 2.5t of toys for 100 skyscrapers level 5 (which can already be harsh) they actually needed 8.75t.

But despite this, you still unlocked the Skyline Tower, which greatly impressed us!

In addition to consumption, the maintenance costs of the Skyscrapers were another point of balancing.

During development and testing, we had both hard balancing (Dark Souls of city-builders!) and gentle balancing, but in the end, we found a compromise and even added a new difficulty setting, similar to the one for the Influence system, which lowers or increases the maintenance costs.

So now each game (including old save-games) can be customized according to your preferences.

A UI solution for Skyscrapers

Since both Engineer, as well as Investor residences, can be upgraded to Skyscrapers, Engineers, however, also have the upgrade option to Investors, we had to come up with a solution that allows you to choose either action. We tried two different variations, the classic and the split button. In the end, we decided to go with the split button as the information is more discoverable and consistent. Both buttons also have their own tooltips with additional gameplay information.

Not only the buttons but also the rest of the Skyscraper UI went through multiple iterations, like every time we have to design new UI elements. You can see some early tests for the UI below.

“We start our decision process with how prominent the information needs to be displayed. From there we try out layouts with different information hierarchies.”

– Farah, UI Designer

For example, in Variation B, the panorama and level information have the same priority as the upgrade button. Players could process the information faster when upgrading or downgrading the building, while variation C might have suggested a connection between the needs/happiness tabs and the panorama effect/skyscraper level below and was therefore discarded.

 

In addition to the split upgrade buttons in the building’s UI, you also have a separate general toggle that highlights all skyscrapers that can be upgraded – like you’re used to from the already existing upgrade button.

Another issue we ran into during development was the general size of the building’s object menu:

In the beginning, the height of the object menu is tailored to correspond with the number of residence needs. But due to the number of buffs players could potentially have with the new monument as well as the increased number of needs, the object menu grew so much in size it started overlapping with the speed bar in the top right corner.  During our Technical Test, we received feedback that players want to see more needs simultaneously.

Our first solution was to keep the current size and implement a scroll bar. However, player feedback on the visibility of said bar eventually led to the decision to increase the number of columns for needs from two to three to fit all the new icons and thereby reduce the amount of scrolling players need to do.

Panorama Effect

One important thing to keep in mind when building and upgrading your Skyscrapers is the Panorama Effect. This effect gives a boost to your Skyscraper’s maximum number of residents, reduces maintenance costs, and provides bonus residents – as long as the skyscraper in question is not surrounded by other Skyscrapers of the same height or higher.

For you to quickly spot if nearby skyscrapers have a positive or negative influence on the Panorama Effect of the respective building when selecting it, we went for a color-coding solution: Positive influence is marked in green while a negative influence is marked in brown.

This was, however, not our first choice: We tested several different solutions before we ended up with the final version.

Initially, some icons were also tested on top of the skyscrapers, but these weren’t easy to match with the corresponding buildings, especially when zoomed out. We also tweaked the colors a few times, to indicate the positive/negative effects while also making sure it’s color-blind friendly and easily readable.

Left – testing icons that would clump up when zoomed-out, and a radius indicator.
Centre – one version of colours we tried.
Right – current colours for the Panorama Effect

The panorama effect has a few more nuances and is of course also reflected in the building’s object menu as it comes in different intensities. More on that topic in the second DevBlog.

On that note, we’re at the end of the first of our two “The High Life” DevBlogs and have hopefully provided you some exciting insights into the development of the Skyscrapers! This leaves us with one final piece of information to share today: The release date! You can expect “The High Life” to release on Tuesday, August 31st, at 6 PM CEST (9 AM PST).

Do you still have more questions or want to know about a specific aspect of the Skyscrapers? Let us know!

 

*Please be aware that many screenshots or images in this DevBlog show “work in progress” states of the DLC and are not representative of the final version.

DevBlog: The Role of QA

Hey Anno Community,

 

Today we want to shine some light on the work of the QA teams and give you some insights into our processes: Which roles do each team fulfill? Is there a difference between the work before and after the game release? What’s a Hotfix and when do we make use of it?

For this purpose, we sat down with Dorina, our QA Manager here in Mainz, as well as – for additional insights – Nadiia, Senior Development Tester here in Mainz (previously: QC Project Lead) and Artem, Live QA Specialist.

In two sentences: What does the QA team do?

One is already enough 😉 We’re ensuring the quality of the product as well as the production process as a whole.

So, we know you’re not just looking for potential issues all day. What other roles does your team fulfill?

There are quite a few, actually.

Generally, QA acts as an info-hub, where information from all teams comes together. We keep an overview of the status of issues and in-development features, keep an eye on the project planning and gather information about features and mechanics.

We’re also doing risk management, meaning we’re escalating problems in regard to both project and product to the production team or other departments. Examples could be stressing resource management planning (meaning too many tasks for too few people in too little time) or detecting workflow issues within the team, maybe processes are unnecessarily complicated or inconsistent between teams etc. Of course, risk management also includes prioritization of testing areas and fixing bugs.

Another would be providing feedback on features and systems during development and during the concept phase. The QA team consists of people with deep knowledge of the game and its systems, but also of people with very different play styles and general preferences when it comes to video games as a whole. This means we can provide feedback from different perspectives on such matters as: Do we think the proposed new features will be fun? Are there two systems that collide and don’t fit together? Is a feature redundant since there’s already something very similar in the game?

We’re also the admins for various internal tools, an important one being JIRA (a tool that can be used for various purposes, in this case, we use it to report and track bugs) alongside several others used for testing.

And finally, we’re also organizing the validations for each release, be it DLC or Game Update. More on that later.

For even more details on the work of our QA, have a look at this older blog.

How does your work change from pre-release to post-release?

One big difference for sure is that there is a loot more user feedback coming in now. This means of course more work on these live issues and requires a lot more prioritization work from us: How important, how severe is the feedback or bug report?

Additionally, we’re having significantly more releases, of course, which means new versions have to be finalized and validated every few months.

On the other hand: Much less features are getting cut now in post-launch, so if something is planned to be part of a DLC, we as QA can usually plan with this feature also releasing and a test is not invalidated by a certain mechanic suddenly not being in the game anymore.

You are located directly here in Mainz. Are you working with other QA teams? How is the work split between all of you?

We’re working with two other teams which aren’t located directly here in the studio: Quality Control (QC) and Live QA, each with a different focus.

 

Let’s get an overview from Live QA first:

They are a team of QA specialists wo provide post-launch support (i.e. they support the game after its release) for Ubisoft’s games and services. All of their tests happen in the Live Environment alongside the users, meaning they have no debug options or cheats to skip content or play with unlimited resources.

“We help the production team to have a more complete picture and to confidently take an informed decision about the aforementioned issues.”

By having – or by trying to have – the exact end user setup they are able to provide live information about the product, for both Production but also Business topics. They are also using JIRA (however, not the same one we use in the studio) for their daily work: For any issue that come in, it’s their job and responsibility to reproduce it and keep the JIRA ticket updated regarding any new information coming in.

Live QA is a highly transversal team, meaning they are collaborating with multiple teams, including of course the Production team on their day-to-day tasks, but there are other topics that require them to reach quite a few different job families.

Those include Customer Support or Community Management to reach out to the player and provide more information if possible, as well as Release Management (checking that all promised content and offers are working correctly, e.g. “Can players activate their pre-order bonus without issues?”), Quality Control, the Ubisoft Connect team, and all kinds of other Ubisoft services like the Store or the Ubisoft Plus teams.

The third team is QC – the Quality Control team – and true to its name it has a plentitude of different responsibilities.

It makes sure that the game meets all needed requirements that apply for the title: quality standards for the current milestone (i.e. upcoming Game Update/DLC), technical Ubisoft requirements and first party (for games which release on other stores than the Ubisoft Store, games releasing on consoles etc.) as well as partnership requirements (this can be related to partnerships with e.g. Amazon).

Therefore, QC consists of a variety of teams: functionality game testers team who test the game’s features and mechanics and a list of teams in the “technical standards” teams, for example PC requirements, Ubisoft online requirements, UX requirements, Online Performance and Networking (i.e. multiplayer related things), Tracking, Localization, etc.

All those teams are working in close collaboration with each other and with the production team in Mainz during the whole main production and post-launch time. Any game update which goes live first goes through validations made by all those teams, who then compile a detailed report of the results.

 

Overall, it’s worth stressing that all this is a big team effort, with all three teams working together to make sure we can release game updates and DLC on time, learn of potential problems early enough, take informed decisions and address issues when they appear and based on their priority..

I’ve reported a bug on the forums, how long does it take to fix it?

Generally, the time it takes to fix an issue depends on several different factors, from the severity over the complexity to our current project planning.

All issues reported to us are first categorized (e.g. severity and probability) and we’re attempting to reproduce it, which greatly helps the investigation. Looking for the exact cause without knowing where to look is extremely time-consuming. Changing something to fix an issue can additionally create a new issue elsewhere.

“Player reported issues are like a jigsaw puzzle, where we have to figure out the missing pieces and once we have the full picture, we send it to the Production team for a resolution. This process also involves finding viable workarounds for the players where possible.”

That’s why before the release of each Game Update, we have validation period during which each fix as well as the Game Update as a whole are tested. If problems are encountered, the validation fails and we first have to address them.

To give you some detailed insights into which steps are taken from finding an issue to a fix being released, we’re currently working on a separate blog. Stay tuned!

As we just established, fixing an issue and releasing an update does take time. Are there possible exceptions to this process, e.g. the so-called Hotfix?

Hotfixes are possible, but only for single, very specific high priority fixes. These also need to go through validation, but we can speed up the process (e.g. certain validation teams are not needed if nothing is changed, that would be relevant for their specific team) since there’s significantly less to check. In total, assuming the issue can be reproduced and fixed quickly, we could release a Hotfix in 4 to 7 days, if necessary.

We have done various playtests in the past, from Technical Tests to Diary Studies. In which capacity is QA involved in preparing, monitoring, and follow-ups/summaries?

Just like with the versions that need to be prepared for each Game Update and DLC release, we also have to check the versions for all playtests. The requirements are less strict, of course, smaller bugs and placeholder assets are therefore not a deal-breaker. We still perform basic checks to make sure the version is stable and the mechanics work.

We’re also in contact with the other teams involved, e.g. the User Research Lab in Düsseldorf for Diary Studies or the team managing the registration and invite flow for the Technical Tests.

During the Technical Tests, at least some of us are also checking the forums, sometimes just to read, sometimes also to ask you for more details and we create JIRA tickets based on the reported bugs and requested improvements.

We hope this provided you with some useful insights into how our internal processes work and how much time some things can take, which we understand is not always visible from the outside.

If you have further questions for our QA teams that were not covered here or in the older blog, feel free to post them in the comments and we will try to get the answers for you.

DevBlog – How do Technical Tests work?

Hey Anno Community,

 

With the Technical Test (short: TT) for the “The High Life” DLC going on right now, we think it’s a good time to talk about Technical Tests for Anno in general: Why do we do them? How advanced is the version for these playtests? How are we working with the feedback we receive?

Read on to find out.

What exactly is a Technial Test?

What we call a “Technical Test” is a larger playtest in which people can play an early version of an upcoming update and/or DLC. They are bigger than focus tests or diary studies which only involve a small group of players. For Diary Studies, players are handpicked based on existing profiles (you can sign up here to become part of the list) and also have to fill out daily surveys with questions from the team. With these, we’re trying to get feedback on very specific points.

In comparison, during a Technical Test, players can discuss the new content amongst themselves and help each other thanks to a forum. Generally, everyone can sign up to these playtests (though we usually limit the number of participants) and the goal is to receive a broader feedback from the community.

Our Technical Test preparations

The preparations for a Technical Test involve several teams within Ubisoft. First, we internally plan and schedule a TT based on our production and release plans and then get in touch with these other teams.

Those include for example the Ubisoft teams which handle the sign-up process and website, the invite and confirmation e-mails and of course the forwarding of the final list of participants so they get access to the test version and the forums.

Talking about version: For us this means that we must prepare a stable version for the test, check it and document known issues. More on that below.

Finally, there’s communication that needs to be prepared, be it on the Anno Union or the dedicated forums.

All this means we’re going through a bunch of meetings before the TT can finally start.

How advanced is the version (as we call it: the build) for such a Technical Test?

Generally, we’re aiming to prepare a version that is mostly “feature complete”, i.e., the new content can already be played in its entirety, the systems are working and most of the art assets are also ready. For this, all teams have to work hard to produce such a stable version (it can have bugs and some technical issues, but no major problems) several weeks before the actual public release of the content.

While the new mechanics are basically in, there’re still plenty of other things missing or at least incomplete: The Technical Test version usually doesn’t include any localizations yet, meaning all new content is available in English only. Sound and music can also be partly missing, same as descriptions and tooltips for new buildings and mechanics. Art assets can still be partially unpolished, and the balance usually isn’t final either.

On the technical side, the version isn’t fully optimised yet, and there are plenty of bugs (known ones, which are still planned to be fixed, and new ones we haven’t found yet ourselves) including potential blockers that e.g., might prevent you from finishing a questline.

How do we use the feedback from such a playtest?

As explained at the beginning of the article, we’re using a forum to gather feedback and bug reports. Before the start of the Technical Test, we usually assemble a team consisting of members of QA, Game Design, Community and Support to keep an eye on the forum. QA and Support check and reproduce reported bugs (for which we usually ask for savegames, screenshots etc.) and transfer them into our internal system (we, like many others, are using JIRA for that) for further investigation.

Feedback regarding certain features, balance and more is gathered by Game Design and Community and subsequently discussed within the Design team.

Usually, members from other teams are also checking the forums from time to time, even if they’re not on “forum duty”, be it out of general curiosity or because they want to see if there’s feedback regarding a specific feature they were working on (e.g. Art wanting to know what our players think of the new Skyscrapers).

Following team-internal discussions (e.g. Game Design checking which impact a certain balance change would have) are discussions with other teams that are also needed to change something, e.g. UI or programming. Most requested improvements or features that we receive as feedback are topics, that require work from different teams.

Subsequently, our Production team has to estimate the efforts for changes and improvements the teams still want to do, keeping in mind the time remaining till the public release of the DLC. This can be tricky, since the playtest has to happen late enough that the majority of content is already ready, but early enough so that we still have time to react to feedback and bug reports until release.

Have you participated in any of Anno 1800’s previous playtests? Do you have any additional questions about our playtests? Let us know in the comments!

DevBlog: “Tourist Season”

Bente Jorgensen appears to have set a precedent. Young men and women all over the world are setting out on travels of their own— ravenous for art, culture and some proper grub— only the most exquisite of destinations will do!

Fresh off the boat they hit the Hotels, springing open their cases, before jollying on down to the riverside for an Éclair, hoping to advance their broad-brims into all the most bijoux pockets of the Old World. Street mimes, artists, sophisticated-looking backgammon players drinking Montmartre 75s.

And then they see it… through the heaving crowds… a glimmer high, high above— a tower of iron, so wild and audacious, it could only be here, right here…

With “Tourist Season” we’re bringing some color and entertainment to your cities! People far and wide have heard about your vast capitals, your Museum collections, and the delicacies from all around the globe which you have on offer.

In this DevBlog we will go over all new features of the “Tourist Season” DLC: The Tourists themselves, their needs, the bus system, Restaurants and recipes, the new goods you need to produce and the Iron Tower, a new multi-stage monument for your cities.

It’s not all about the Tourists themselves, though, as fulfilling their needs does also have a direct impact on your existing population, as you will soon learn.

Tourists and Hotels

Tourists are a new Resident Tier in the Old World who stay in your city over night – in contrast to Visitors who only arrive for a day trip to see the most exciting cultural spots of your city.

First, you need to attract them and the basis for this is upgrading your Public Mooring. This can be done when reaching 500 Engineers.

Which means, that the next thing to do is building Hotels. These are imposing, elegant establishments which are expensive in construction and take up quite some space with their size of 9 by 7 tiles, but make up for it not only with their impressive looks but also with a capacity of up to 500 Tourists each.

In order to attract more Tourists and fill your Hotels to the brim, you will need to fulfil their exquisite needs. These are again split into Basic Needs and Happiness Needs and are a mix of existing and new products, the new food and drink venues, as well as cultural buildings like the Variety Theatre, the Zoo, or the Museum.

Who is the Tourist?

Do not let her over-familiarity and lively conversation fool you, the Tourist is as informed a critic as any, particularly when it comes to food & drink. A dry sponge, or a flavourless Chantilly cream might see her vexedly reaching for her notebook and a 2H pencil. Yet if you can stay on the right side of it, that same pencil is the rod of enchantment to draw her many daffy friends to your shores, through letters and postcards riddled with hyperbole about the wonders of your Zoo, or quite possibly, Botanical Garden— So chum up with her if you can!

– Matt, Lead Narrative Designer

While you can easily spot the status of each need via the Hotel’s UI, there’s a change on how happiness impacts your new Tourist population:

The fulfilment of a need can be limited by their happiness. This is marked with an unhappy red icon next to the respective need and the info, to which percentage a need can be currently fulfilled. Possible causes for limits can be low island attractiveness or a lack of variety when it comes to Hot Spots like Museums. Solve these issues to make sure Tourists are willing to visit your island and to maximise the number of potential Tourists in your city.

Happy Tourists spend more money in your city – and since the pockets of these wealthy individuals are well-filled, it’s definitely worth fulfilling their demanding needs.

 

We said above that Tourists are a new Resident Tier. As part of that mechanic, they’re also providing a sort of “workforce” which we called “Customers”. These are essential for your Restaurants, Bars and Cafés which thrive on tourism. For them to work at 100% capacity, a certain number of Customers is required. If a venue lacks Customers, the buff to the surrounding residences is decreased – more on that in the next paragraph.

Lastly, we need to warn you that Tourists are a spoiled, demanding bunch (let’s not say “lazy”) and absolutely no fans of long walks. So, in order to fulfil their needs, you will need to set up a complete bus network on your island with Bus Stops next to all important places. We’ll go into detail on the bus system later in this DevBlog.

DLC Synergy
Owners of any of previous DLCs can look forward to a certain level of interconnectivity, which gives them alternative ways of fulfilling your Tourist’s needs. Ingredients from the Artic or Enbesa open up new recipe options (how about a dish with fresh Lobster or Caribou Meat?) while visiting your impressive Docklands or a mighty Palace can distract Tourists from the fact you didn’t build a Museum on your island. While not providing stronger bonuses, having activated any of the other DLC does give you different options on how to tackle “Tourist Season’s” new challenges

Restaurants, Cafés and Bars

So, we created a place to stay for our Tourists. But as mentioned above, they’re rather more demanding than your regular Visitors, and having an attractive island with a Zoo or a Museum is not enough.

When staying for several days, culinary needs naturally become a matter of great import, which makes the Tourist’s request for Restaurants, Cafés and Bars quite understandable.

All three buildings function in a similar way to Public Service buildings but in a more challenging way since they use the new recipe system and therefore combine production and public service. Based on the recipe you choose, the building will prepare a dish, dessert or drink and fulfil the Tourists’ needs while also providing a boost to regular residences in a certain area. Let’s take a closer look:

“We had Flour, Sugar and Chocolate but could not bake a cake – that always floated around in our heads when thinking about new content. The recipe system solves this and allows us to combine goods to new products that would otherwise be too specific for our normal needs system.”

– Dominik, Game Designer

As you can see, each recipe requires certain ingredients – so make sure you got a Warehouse not too far away. Some recipes might require ingredients from different sessions, while others have ingredients that are easier to obtain. Since we’re always looking for a) new systems to try out and b) ways to spice up your gameplay with new features, we came up with the recipe system as a new challenge.

All recipes fulfil the Tourists’ need for Restaurants, Cafés or Bars in the same way – they will enjoy any of the delicious dishes you can present them with. However, the aforementioned boost to the surrounding residents varies: If your Restaurant, for example, serves the “Archduke’s Schnitzel” then your surrounding residents will receive a +3 boost to their happiness while consuming less Bread, Fish and Chocolate. If you choose the “Stroggof Goulash”, nearby residents receive a +2 happiness boost and consume less Fish, Sausage and Canned Food.

Restaurant placement as well as choosing recipes based on the required ingredients and the surrounding residences (with their respective needs) should provide you with a nice puzzle challenge if you love optimization.

Selecting any of these three types of buildings will display their influence radius with a circle, while the affected residences are additionally highlighted.

More recipes are unlocked either via quests from the Tourist or by fulfilling certain conditions: Have a look at the recipe book for details.

In-Game Tutorial

With the maturity of Anno 1800 and being in the third Season of DLCs, a lot of new features unlock with the Artisan level. This can result in a lack of focus by the players in our onboarding, leading to them not understanding features and ending up with a bad gameplay experience. “Docklands” introduced new gameplay concepts. We felt the players would benefit from being able to reference the concepts’ explanations at their own pace, outside of the onboarding flow.

For “Tourist Season” it made sense to follow the same approach, with the newly introduced bus system and Tourists. All new features have direct links to the tutorial pages, where the new game mechanic can be revisited at any given time.

The challenge was to find the right balance with the explanations, being both concise and not omitting information the players might need. We are excited to hear player feedback for our new in-game tutorial so we can keep improving it.

– Jan, Lead UI Designer

 

Orchards and Chemical Plant

Of course, using only existing goods to fulfil the needs of your Tourists and for the creation of delicious new dishes would be… boring? So, let us introduce you to two new production buildings: The Orchard and the Chemical Plant.

 

Orchards produce new agricultural goods which are either directly fulfilling the Tourists’ needs (Jam) or are functioning as input goods for recipes. They function similarly to your Lumberjack’s Huts by planting trees in an area around them. You do not have to build fields like you do for a Red Pepper Farm or a Vineyard, which would have required a rework of the existing system so that modules or farm fields can be upgraded or would automatically change. Lumberjack huts already had such a system in place where they modify their surroundings by growing trees, the new goods all required trees, and so using this system was the much more fitting way.

Not all the special new ingredients can be grown in the Old World, though, so you will have to make some space in the New World to also build Orchards there. Only then can you produce goods like Cinnamon, Camphor Wax or Citrus Fruits for new products like Shampoo or Lemonade. More on that in a second.

Similar to Restaurants, Orchards are also using a recipe system, where you can select the seed you want the respective Orchard to grow from a catalogue. However, Orchards don’t need any input goods.

Also using the recipe system is the Chemical Plant. Patents for three new consumer goods are available to you, all three products are highly requested by your Tourists. Produce fruity Lemonade (using Saltpetre, Sugar and Citrus Fruits), soapy Shampoo (using Soap, Cinnamon and Coconut Butter) and Souvenirs (using Glass, Camphor Wax and Cotton) to make your Tourists happy.

Both the Orchards as well as the Chemical Plant need a Warehouse nearby to gather input goods and deliver their finished products.

Bus System

As mentioned at the beginning of this blog, it’s not enough to simply have a great Zoo or a five-star restaurant: Tourists are demanding and don’t want to travel too far on foot. This is where the bus system comes into play.

Bus Stops have to be placed at all important places in your city which Tourists want to visit. This starts with your Public Mooring and Hotels and extends to places like Variety Theatres, Restaurants, Bars and your Museum. When placing a Bus Stop, you will have to pay attention to two influence radiuses: For a building to be reachable by the Tourists, it has to be in the circle radius. This means, if your Zoo is outside this circle, it’s not part of your Bus Network and the Zoo need for your Tourists will not be fulfilled.

The second indicator you have to keep an eye on is the green street overlay: This marks the overall reach of your Bus Network. For a Bus Stop to be connected to the network, its green overlay has to overlap with the existing network.

Since tourists aren’t fans of long travels when seeing all your city’s marvels, a need’s fulfilment level can be reduced if the distance between Hotel and the respective venue is too far. Keep an eye on the needs overview of each hotel to spot these kinds of problems.

We have covered the bus system in detail in last week’s blog. So, if you want to get some additional insights, make sure to check it out!

Where do our Designers see the most fun and challenging aspect of the DLC?

Well, we assume that the most fun part is the challenge itself: Positioning all new buildings for maximum effect, to minimise traveling distance for the Tourists and make the most out of the residence buffs of the Restaurants, Bars and Cafés. The latter also need constant input to function and provide their buffs, making them significantly more challenging than regular Public Service buildings or Items. Additionally, the demanding nature of the Tourists also means that they’re more likely to leave when their happiness goes down compared to other population tiers.

– Volker, Lead Game Designer

The Iron Tower

Nothing impresses your Tourists more than monuments (except maybe for an Archduke’s Schnitzel), so it’s only logical to give you a completely new monument to build: The Iron Tower. Like other monuments, it’s constructed in three stages and, when finished, not only increases your island’s attractiveness but also provides another option to buff surrounding residences. “La Reine”, the finest restaurant in the land, offers three unique recipes to choose from, each providing a strong buff and reducing the consumption of specific goods, but requiring four ingredients each instead of the usual three. Who could say no to the “Trifle Tower”, the probably most majestic of all desserts?

There’s one more special feature about the Iron Tower: By assigning additional Tourist Customers to it, you can greatly increase the influence radius of its buff. When placed at a central location, it might even cover your whole city…

And let’s not forget that such an extravagant monument might indeed attract royal attention.

Last but not least…

As it is now tradition, “Tourist Season” will also come with a beautiful bunch of themed ornaments fitting to the setting. Build a Souvenir Shop, Lookout Point, Signposts, Flowerbeds, and more to turn your cities into authentic tourist hot spots.

 

And as usual, we will release a free Game Update alongside the “Tourist Season” DLC featuring several quality-of-life improvements as well as bug fixes. We’ll have the full Release Notes for you next week, so stay tuned for more details on that.

 

Finally, for your chance to get some first-hand info from the devs, you should not miss our live stream on the “Tourist Season” release day, May 25th, from 5 to 6 PM CEST (11 AM – 12 PM EDT). Mark it in your calendars!

DevBlog: “Tourist Season” – The Bus System

Hey Anno Community,

 

Today we want to give you some first insights into the upcoming DLC “Tourist Season”, specifically: the bus system.

When we presented Season 3 in February of this year, we already gave you a first overview as to what you can expect, we mentioned restaurants, recipes and the aforementioned buses. We want to dedicate a separate blog to this specific feature and give you some development insights since it’s the mechanic connecting all other parts of this DLC.

 

Buses are a new mechanic which is needed to connect your guests, the Tourists, with their Hotels and all amenities of the city: Restaurants, Bars, Variety Theatres, the Zoo and more.

“The Tourists should not feel like a new working class, they demand more services and need to be more pampered, they won’t walk to the Museum: they expect a transit in style.”

Specifically, you will need to free up some space to build Bus Stops, a 2 by 3 building, on various points of your city in addition to the other new buildings.
Each Bus Stop has a certain radius, displayed by a circle, indicating which public buildings are in reach of each bus stop. Only when a building like a Restaurant or a Zoo is inside this radius does the game consider it being part of your bus network. Your Tourists are not willing to walk too far from the Bus Stop to the Zoo, after all.

The second indicator to keep an eye on is the street range radius. It’s displayed via a green street-overlay, like you’re used to, from public buildings and indicates the reach of each bus stop making up your bus network. The street markings of two Bus Stops have to touch or overlap for the stops to be connected to the overall bus network.

Let’s just visualize this with a simple screenshot, showing the upgraded Public Mooring with a Bus Stop to the left and the Hotel with its dedicated Bus Stop on the right:

Connecting your Hotels on one end of the island to a Museum on the other, however, isn’t optimal, since your Tourists aren’t fans of long bus rides. So, if the distance is too long, the fulfilment of the “Museum need” (in this example) for the respective Hotel can be reduced. More on the topic of needs in the next DevBlog.

 

By clicking on a Bus Stop, you can see which public buildings are part of your island’s bus network and how good the connection is. Our UI Team made sure to provide you with the necessary information at first glance:  A new icon above buildings will inform you when they are missing a bus connection. Buildings that are frequented by Tourists (for example a restaurant or a theatre) received a little bus marker inside the construction bar.

For improvements like these, the feedback from the testers of the last Diary Study organized by the User Research Lab in Düsseldorf has been a great help.

Additionally, like for “Docklands”, we implemented a Tutorial Panel directly in the game that explains the underlying mechanics for all new “Tourist Season” mechanics – including the bus system. Just select one of the new buildings and click on the “?” icon in the building’s menu.

What made you choose buses over trams, you might ask. Well, as with so many things in game development, it comes down to prioritization.

Cause a first check made it clear for us that creating a second railway system would require a very high development effort combined with an increased risk for issues. Two separate railway systems but both using the same general rules are tricky and can lead to problems – take something as “simple” as crossings for example. Another approach, a street/railway hybrid, on the other hand, has also not been done by us before and would need a lot of initial effort.

So, in this case, the questions were: How many work hours would developing this new feature take? Is it worth spending several weeks on a completely new feature that will only make up a portion of the new DLC? Is there a different solution that provides a similar logistical challenge and fulfils the same gameplay requirements? All the while, of course, there’re still plenty of other features being designed and developed for “Tourist Season” to create the “complete package” that our team has in mind for the DLC.

The decision to not have buses use fuel, however, was an aesthetic one: While requiring you as players to supply your buses with fuel – like the tractors – would be a nice additional challenge, having polluting buildings inside your cities would not quite fit the tourist fantasy we want to present.

Dealing with this new logistical layer adds a new challenge for your city planning skills considering the already packed inner cities. Making sure your Tourists can reach all important spots in your city is a key component to “Tourist Season” next to satisfying your Tourists’ needs with extravagant new products.

“The logistical challenge would have been interesting, of course, but the resulting Fuel Stations next to the parks and Museums did not fit the theme of the DLC.”

Finally, we are happy to announce that “Tourist Season” is already releasing in a little bit more than two weeks – on May 25th at 6PM CEST (12PM EDT). Expect more news, a detailed DevBlog and the full Release Notes in the weeks leading up to the release.

Until then: Stay safe and keep an eye on our channels to not miss any news.

The Anno Team

Happy Birthday, Anno 1800!

Hello Anno Community,

it’s crazy how fast the time has passed already. For us, it feels like Anno 1800 was released just yesterday. In reality, it’s been two years since we first dove deep into the age of the Industrial Revolution together.

We love remembering how much fun Anno 1800 was already in development and then directly after its release. So, on the occasion of its second birthday we’d like to share a few stories with you! Grab a beverage of your choice, sit back and enjoy this glimpse into our team’s favorite moments that came about in the course of Anno 1800.

 

Johannes, Software Developer, would like to share a few moments from the development of the game with you:

In the course of developing the game, various scenarios had to be tested. A colleague had to test what happens when you start a multiplayer game and change the system time in the middle of it. Therefore, he had to work for two days with the wrong system time and never knew, what time it was in reality . As a reward for solving this rather strenuous task and so that he always knows what time it is in the future, we gave him a clock. The clock doesn’t just show the time, it tells you what time it is by computer voice when you press it. In the end, the whole office had something to gain from this.

In the course of development, we had first programmed groups of people and then later added animals. On the first day, when the graphic designers added the new chicken asset, there was no special code for it. This meant that the chickens behaved just like the humans. This, combined with the fact that we had set the number a bit too high, meant that in the Daily version, because of the family group system, the streets were suddenly crowded with chicken gangs. Of course, this was fixed in development, but it still contributed a lot to the general amusement of the team.

 

Jan Gihr, one of our Gameplay Programmers, also remembers it:

The animals also had the behavior of normal humans at that time. That means that they visited the zoo and the museum just like humans do, for example. We had a lot of fun with that.

Another nice moment was when we realized that the First Person Mode was well received by the players. We even added some fun interactions into the game especially for that. There was once a situation in a stream where a streamer was walking down the street in First Person Mode and turned around. He saw a man take out his fishing rod and start fishing in the fountain in the center of town. While this wasn’t an intentional feature, it was still very funny to watch.

 

Of course, Anno 1800 didn’t just provide fun moments during the development phase. Andrea Fricke, one of our Game Designers, has fond memories of the time when Anno 1800 was released:

When Anno 1800 came out in retail stores (which is really still a thing in Germany ?), some of us went to our electronic store to check out the physical copies of our game. We went to the correct floor, excitedly going down the escalators, and spotted a cardboard display, completely customized like the cover of Anno 1800. We screamed a little, still didn’t want to appear like lunatics to other customers in the store, and ran towards it. It wasn’t fully stocked yet, and since we all wore Anno 1800 t-shirts, an employee rather quickly realized that we are developers of that game. He brought more copies of the game, we helped fill up the display, were grinning and hugging each other happily, and took photos in front of it.

After Anno 1800 came out, my sister (living in a different town) told me: When she is in an electronic store and sees Anno 1800 on the shelves, all stacked in just one spot, she spreads out the multiple copies over several spots of the display, so that Anno 1800 takes up more space on the shelves!

When Anno 1800 won 4 out of 5 awards for which it was nominated at the “Deutscher Entwicklerpreis” in 2020, naturally only some of us could go to the award show. When we returned with the awards, we made a tour through the studio with the awards, looking into happy grinning faces that ran towards us and wanted to hold the awards in their hands and make group photos of each other. “I want to make a photo with this, and then with that, and with those colleagues, and now with the other ones!” We congratulated each other, everybody was smiling and grinning, we made big group photos as well, and celebrated the success.

As you can see, not everything that’s fun happens only in the game. The team also has a great time together in the studio. For example, UI designer Farah Mahadon told us about the day she came to the studio dressed as a T-Rex for Halloween. The costume was loved by her colleagues.

And, of course, you have also provided many great Anno 1800 moments. Level Artist Simon Wolf talks about one of the Level Art Team’s favorite moments, the Island Voting that took place on the Anno Union:

The community sent us a lot of great, self-made island concepts back then and we then made the winning concept an island in the game. It was very cool to work so directly with the Anno fans.

Mainz’ Communication Manager Bastian Thun also shares some great moments with you:

Folks told me over and over, even our own communities, that our Anno players are of a certain older, very specific demographic. Working with the Anno Union, it was amazing to see that, contrary to the preconceptions we had, our community meetups consisted of fans from any age group. Watching teenagers, who fell in love with the series with 2070, having nerdy discussions with folks like me or even older, who played 1602 in 1998, is to this day an incredibly connecting and heartwarming experience for me.

Finally, we, the Anno 1800 team, would like to thank you all once again! The success of the game, and thus many wonderful memories, would not have been possible without you. We will continue to work on making sure you have a great time with Anno 1800 and we always look forward to your constructive feedback. Without you, the game would not be what it is today.

 

Thank you for supporting us, stay healthy and take good care of yourselves!

Your Anno 1800 Team

Oh, right, we almost forgot: As a small “thank you” for the great cooperation, we want to give you a small glimpse into what’s to come as part of the new DLC „Tourist Season”: One of the new buildings, the Chemical Factory, will play a major role when it comes to addressing your tourists’ needs. How exactly? More to follow over the next weeks!

DevBlog: Docklands

The “Speicherstadt” of Hamburg, a UNESCO world heritage site, translates merely as “city of warehouses”—  a near-unbroken chain of upright red brick structures, standing proud and composed on the waterfront, behind whose facade lie carpets, cocoa, tea, spices— you name it!
It is often captured at dusk in photographs, under mellow orange lamplight, when the day’s tumult has subsided, its alleys and avenues of water lying smooth and still, its wares securely under lock and key.
There is a particular pragmatism and confidence to Speicherstadt’s arrangement, with its neat canals and lifting bridges, that speaks to an era of Hanseatic free trade— commercial agreements brokered with efficacy between Hamburg and ports along the chilly Baltic coast. Such places evolve only by necessity, when there is really nowhere else for the vast and collected goods of the globe to go! Such a place can surely be justified in dubbing itself the heart of maritime trade.

What are the Docklands?

With the “Docklands” DLC we’re focussing on one of the central points of every Anno empire: the harbour area and trade. To help you turn your ports into massive trade hubs, Season 3’s first DLC gives your access to the modular Docklands.

As with so many things in Anno, the Docklands’ art design is a happy medium between real-world buildings and those of the Anno world: In order for the player to visually distinguish the different parts and functions, certain features of the buildings had to be exaggerated in a way you wouldn’t find if you were to visit Hamburg.

Considering the historical success and distinctive architecture of these Docklands, it’s a perfect fit for the world of Anno 1800. Especially since we know how many fans the historic warehouse monument in Anno 1404 still has.

 

In Anno 1800, however, the Docklands are not a single monument but a modular one, like the palace. After constructing the “Main Wharf” (unlocked with 250 Artisans) you can add a variety of modules via its menu, each with their distinctive own functions. Some of the modules are alternatives to already existing buildings like the Harbourmaster, the Depot or the Repair Crane – they are, however, more space-efficient than the regular versions. Others are new, like the Loading Wharf (reduces load times) or the Exports Office (increases number of Export/Import Contracts you can have).

You can increase the limit of how many of each module you can build by successfully exporting vast quantities of goods – but more on that later.

The Docklands Main Wharf and the modules have to be placed in your harbour area but differ in one key aspect from the palace: modules do not have to be placed next to each other but can stand separate! If you prefer to combine all modules to one big district, you will be rewarded with a bonus to your island’s attractiveness.

You can therefore design your Docklands district in any way you want, and we have already seen a lot of creative designs in previous tests.

An ever-growing Anno empire is made of a multitude of islands and trade routes, with hundreds of tons of resources being transported and unloaded at all times. To support all your trading needs, the Docklands can be built once on every island in both the Old World and Cape Trelawney.

Captain Tobias

No worries, though, we have made sure to provide you with an experienced guide to lead you through all the new mechanics in the game. Through a short series of quests, Captain Tobias will provide you with an overview over the construction of the Docklands and the aforementioned Export/Import Contracts.

There are few waters Captain Tobias hasn’t plumbed, and fewer ports he hasn’t berthed in. Armed with an amiable disposition and an insatiable curiosity, this grizzled old seafarer is something of a legendary figure among the close-knit world of global trade, and it just so happens he’s taken an interest in helping you bring your company to new, boundless lands of opportunity and profit.

He will, however, also request your aid in a matter of personal importance to him when you have convinced him of your skills as a trader.  Without wishing to spoil anything, let’s just say that as a reward, the Captain has a rare blueprint for your shipyard which you may certainly find interesting…

Export/Import Contracts

Now, we have mentioned these “Contracts” often enough, time to explain one of the core new features of the “Docklands” DLC.

Captain Tobias not only serves as your guide, but primarily is a traveling merchant by trade. Via the Docklands you can make use of a new trade mechanic that lets you exchange one good for another. Instead of selling or purchasing goods using money, you can create Export/Import Contracts by selecting one good to export and one good to import.

The exchange ratio partly depends on the “value” of the good (calculated via the complexity of the production chain and the amount of building space it requires), meaning, for example, that a single ton of sewing machines is worth several tons of raw fish. This opens up completely new strategies and, for example, allows you to specialise in certain goods based on local fertilities or deposits and trade them in for other goods you don’t produce enough of. Or even substitute whole production chains with imports – the choice is yours.

If you own “The Passage” or “Land of Lions”, you can also set up contracts with goods from those DLC.

By building Exports Office modules, you can increase the number of  Export/Import Contracts you can have active at the same time and the Captain will do his best to fulfill them all – based on how many goods (or how much free storage) you have left.

Tobias will enter your region at regular intervals and fulfill current contracts at each of your Docklands. His ship is a massive vessel and its stocks basically unlimited.

The second factor to impact the exchange ratio is your export volume. When you produce and export large numbers of a specific good, you will establish yourself as a serious business partner in this product and see it gain an “exporter level”. That means that this good becomes one of your export “specialties” and its exchange ratio against other goods improves— you will now receive more tons of other goods in exchange! Take a look at these specialty goods in the pyramid below— the higher the total export volume of a certain good, the higher the good will rise in the pyramid, and the better its exchange ratio will become. You can move and even remove goods from this pyramid to fill the limited bonus slots to your preference.

Even if all slots are filled, you can still export other kinds of goods of course, but you won’t profit from an improvement to the exchange ratio.

Better ratios are not the only advantages of mass-exports, though:

The more your reputation as a respectable trader grows, either via the number of active trade contracts or your exporter level, the more goods will unlock for you to import. You can see the requirements you need to meet to unlock a good in the overview on the right of the Export/Import screen.

Furthermore, you will also increase the building limit of each module by unlocking more “specialty” slots in the pyramid, allowing you to add more and more modules to your Docklands and create a massive trading district.

It’s worth keeping in mind that you can build a complete Docklands on every single island, allowing for potentially vast amounts of imports and exports of goods that you can then still transport within your empire via normal trade routes.

 

Don’t want to produce soap but prefer to have a clean population? Then Import soap in exchange for that beer you’re producing and make your citizens (and most likely Tobias’ crew) very happy!

Since we know this new feature might need some getting used to, we’ve developed a completely new type of in-game help. Clicking on the “question mark” icon at the top of the Export/Import Menu will open a tutorial screen with explanations of all steps involved in setting up Export/Import Contracts.

Ornaments

Now, we all know how much you all love ornaments and we may have seen one or two comments about having a lighthouse in your own city – maybe…

The “Docklands” DLC is a great opportunity to combine both, so we’re happy to announce that you can look forward to not just one, but two types of lighthouse and a sea of additional ornaments for your harbour – both in the Old as well as in the New World!

We’re excited to see your new harbour layouts with Docklands and its new ornaments!

As announced in our Season 3 live stream as well as the Season 3 Pass trailer (you should re-watch them, just in case), all DLC releases will be accompanied by a Free Game Update. Game Update 10, which is going to release alongside “Docklands”, will for example make changes to your trade route menu and allow you to build streets onto the water in your harbour area.

We’ll go into detail on all these topics later this week.

 

This leaves only two questions, right, “when” and “how much”?

Well, the “Docklands” DLC will release on February 23rd at 6PM CET / 12 PM EST in the Ubisoft Store, the Epic Store and Steam for 6,99€ and is also included in the Season 3 Pass which is available for 19,99€.

Make sure to check out our blog with an overview to the Season 3 Pass and last week’s live stream where you can already see some gameplay from the DLC.

 

Stay safe, take care – and keep an eye on the Anno Union for the latest news.

 

 

*Please be aware all screenshots of the Export/Import UI are taken from a development-in-progress version of the game and may contain unfinished elements and placeholders.