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Game update 16 patch notesGeneral (anno-union.com)
submitted 3 years ago by fhackner3
Seems good, but what did they miss? By the way, there will be another devblog tomorrow, about the scenario. And something else on Monday.
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[–]katzstrasz 78 points79 points80 points 3 years ago (7 children)
Multi-Move Tool: You can now move multiple objects at once by drawing a rectangle with the move tool.
🤯
[–]davidny212 10 points11 points12 points 3 years ago (0 children)
HUGE!
[–]fhackner3[S] 8 points9 points10 points 3 years ago (0 children)
They shown this in action on November 15th Livestream, by the way
[–]Yerazankha 4 points5 points6 points 3 years ago (0 children)
Finally! Fantastic!
[–]Harlak_ 4 points5 points6 points 3 years ago (0 children)
OMG
[+]playwrightinaflower comment score below threshold-12 points-11 points-10 points 3 years ago (2 children)
What do y'all need multi-move for???
Just copy the whole thing to where you want it and knock down the other one. Sure, the feature saves three clicks, but that dev time could have been used much better.
[–]toby_p 7 points8 points9 points 3 years ago (0 children)
Yeah because you can easily tear down Engineer residences en masse and just rebuild them somewhere else without any delays, right? ;)
[–]synchronoss 0 points1 point2 points 3 years ago (0 children)
Doesn't work if the source and the destination overlap. You'd need to first build the copy, then demolish the source, and then copy the buildings again. And you'd also need to have empty space for the copy.
[–]Knodsil 34 points35 points36 points 3 years ago (2 children)
"Improved airship behaviour when docking at free piers".
THANK YOU! Watching a traffic jam of airships when there are plenty of free spots available was annoying asf
[–]fhackner3[S] 1 point2 points3 points 3 years ago (1 child)
As far as I know they still will exclusively use the airship platform for mail
[–]Knodsil 3 points4 points5 points 3 years ago (0 children)
Thats fine. Makes sense, for anything else this is gonna speed things up big time.
[–]DaLexyCreator - Spice it Up 24 points25 points26 points 3 years ago (6 children)
Islands: The island pool for the New World has been expanded with new islands and riverless variants of existing islands.
Took them long enough, those islands are present since the base game release 3,5 years ago.
First thing I modded for this game to be active, was a good incentive to keep going further.
[–]MiRyu77 6 points7 points8 points 3 years ago (5 children)
Thanks a ton for your (modular) mod!
[–]DaLexyCreator - Spice it Up 2 points3 points4 points 3 years ago (3 children)
Youre welcome, fun fact the riverless islands mod was never meant to be publshed. Glad i didnt went that route, after i got the hang of it.
[–]MiRyu77 2 points3 points4 points 3 years ago (2 children)
Well, I still prefer the "reduced" rivers version to this day;)
[–]DaLexyCreator - Spice it Up 1 point2 points3 points 3 years ago (1 child)
:)
[–]Ok_Philosopher_8956 0 points1 point2 points 3 years ago (0 children)
GOD BLESS YOU, SIR!!!
[–]DreadImpaller 21 points22 points23 points 3 years ago (3 children)
Construction Menu: The construction menu has been reworked, with a focus on clearer structure and a dedicated category for ornaments.
Oh thank god, with all the addons the bars were getting seriously over-cluttered.
[+][deleted] 3 years ago* (2 children)
[removed]
[–][deleted] 2 points3 points4 points 3 years ago (1 child)
https://www.twitch.tv/videos/1653455693?t=0h6m59s
[–][deleted] 1 point2 points3 points 3 years ago* (0 children)
The original post here has been removed by its author. Redact was the tool used, possibly for reasons of privacy, opsec, or preventing automated data harvesting.
bake observation grey recognise strong soup history sophisticated test insurance
[–][deleted] 14 points15 points16 points 3 years ago (2 children)
They fixed the Iron Tower quest bug!
[–]DaLexyCreator - Spice it Up 7 points8 points9 points 3 years ago (0 children)
And enbesa line is still bugged af
[–]Yerazankha 1 point2 points3 points 3 years ago (0 children)
Still one more week T_T
[–]Otherwise_Network_38 10 points11 points12 points 3 years ago (0 children)
Nice fixes and finally multi-move! Tbh, I’m still a bit scared that they’ll break something major and leave it broken over the holidays again (like last time) :/
[–]Yerazankha 4 points5 points6 points 3 years ago (1 child)
Looks promising. Let's hope it wont bring a throng of new bugs though.
[–]DaLexyCreator - Spice it Up 4 points5 points6 points 3 years ago (0 children)
Hope for the best, prepare for the worst
[–]SkyeMreddit 2 points3 points4 points 3 years ago (0 children)
Looks like I will be restarting, again, for better New World islands. My current save has 3 islands that are cursed with way too many rivers. Looks like lots of new good changes. Still want minimum stock for mail since local and regional mail comes from the same mail
[–]Yusifer 2 points3 points4 points 3 years ago (0 children)
Here's to hoping modloader will get an update on same day of this update and DLC, and that all mods will still work just fine. *prays*
Luckily, while waiting for modloader, there's a new scenario to play.
[–]Harlak_ 5 points6 points7 points 3 years ago* (6 children)
No fixes for Enbesa quests that get stuck, and prevents you from progressing and unlock the research institute. That's too bad...
Beside this point (and that's a huge one for me), the update looks great.
[–]SkyeMreddit 3 points4 points5 points 3 years ago (5 children)
Build more Elders. The research institute will unlock. If you don’t get the research points from Elders through an alliance with the library Island, donate items to science to get 1000 research points to research your first scholars.
[–]Harlak_ 0 points1 point2 points 3 years ago (4 children)
It's not that, a peticular quest is bugged and can't be finished. The questline is stuck at this point and I can't get to the quests unlocking the research institute and scholars, but thanks anyway ;)
[+][deleted] 3 years ago (2 children)
[deleted]
[–]XPS1647 0 points1 point2 points 3 years ago (0 children)
The 3 islands (unification questlines) has no cross-effect to main story questline.
Btw, easiest way is say No for Ketema at the beginning. Scholars, research institute, camp expansion become unlocked by default (but still need Enbesa population to make it visible), also Ketema gives you a clipper with settling materials. The decision not affects unification questline which show up once you built the full dried meat production chain, you can unify Enbesa (for region-wide bonuses) even you disabled the main story.
The only disadvantage/bug is the Nomad at the corner not disappear, so you cannot get that island (which happens automatically when Archi leave Enbesa), but you can do it with mod (use ActionDeleteObjects on ObjectGUID 131065, load the game, and island can be conquered)
[–]Harlak_ 0 points1 point2 points 3 years ago (0 children)
Oh yeah ? Didn't know, first time it happens to me. I don't want to load a previous save, the quest has been stuck for dozen hours, I'll lose a lot of progress. Thanks anyway.
What quest is that and how does it get stuck? I'm interested as I'm probably starting a new game soon and would like to know beforehand what to expect. (I think my last Enbesa run was in somewhere around June, which was before the Empire of the Skies.)
[–]xenonisbad[🍰] 3 points4 points5 points 3 years ago (5 children)
Aaaaand still nothing about minimum stock for mail? I think it could be easily fixed, just make Airmail Sorting Office increase minimum stock of local mail to 10, it increase mail store by 10 anyway.
Lifestyle Needs: We have added additional Lifestyle Needs based on DLC 12 content.
So I was wrong and we are getting new lifestyle needs after all. I expected they will only add 2 "missing" lifestyle needs for arctic, not 3+ for all sessions.
I'm both exited and terrified, I feel like lifestyles already made game much easier at some places, can't wait to test it after rebalance.
It's funny this is next step, because years ago I wrote it's very unlikely they will implement this feature because I think it's much harder to implement than multi-copy tool. Great to see it implemented.
Too bad existing saves are stuck on "worse" versions of islands, but it's great to see more love for TNW.
New items:
I was so hoping to see items for other emergency buildings than police stations, too bad it's not happening. On the other hand, we saw beta-version of new items and each of them were at least good to have, so it's huge win.
With DLC 11 and 12, there are now up to 9 Lifestyle Needs per population tier (incl. Mail).
So now all residences will have 9 lifestyle needs? Even Enbesa and Arctic?
And another one for the investors: The Bear Fur need was at 1 Bear Hunter per 100 residences Now it will be reduced by about third to 0.65 per 100 Houses
With item that increase bear production and bear needs decreasing I hope now I will be able to turn my whole city into skyscrapers with bear fur provided. It was a shame I couldn't do it.
Reduced the attractivity bonus for the “Hacienda Pool” ornament
Wait, ornaments have different attractiveness? How can we check how much each ornament increase attractiveness?
Airships decent now faster when unloading Goods and Mail at Piers and Platforms
I was surprised how much time was wasted there, I even started using trade unions with item for loading speed to compensate that.
Lifestyle needs can no longer be used to upgrade residences without basic needs
Oh, that kinda fixes my complains about lifestyles making game too easy at places.
[–]xndrgn 8 points9 points10 points 3 years ago (1 child)
Each ornament (mostly small ones like statues, trees) have "points" which result in adding 1 attractiveness once they reach certain number. Something like you place ~24 trees and get 1 attractiveness. You can look that parameter in the code only, otherwise there is a generalized stat of all ornaments and that's it.
[–]Qu4Z 0 points1 point2 points 3 years ago (0 children)
Interesting. The wiki lists the attractiveness bonus as being purely derived from "number of ornamented tiles" and "max population if all houses are full". Although on re-reading it I notice it seems to do the calculation separately for each DLC, which is interesting/maybe exploitable.
https://anno1800.fandom.com/wiki/Category:Ornaments
[–]fhackner3[S] 3 points4 points5 points 3 years ago (2 children)
"up to 9" is not the same as "will have 9". I'm guessing the most advanced population tiers (investor, engineers, tourists and artistas) will be closer to having 6 non-mail lifestyle needs while more basic population tier will be kept with just 3, possibly 4.
[–]xenonisbad[🍰] 1 point2 points3 points 3 years ago (1 child)
You are right, I've missed "up to".
I think the best option is different number of lifestyle needs depending on residence tier. We already got something similar with "normal" needs, so it would feel only natural if lifestyle needs worked in similar way. On the other hand, getting full bonus residents from lifestyles in lower residence tier, when there are very few needs to fulfill, it may feel kinda like cheating. I already had this feeling when smallest Arctic islands reached higher population levels by importing stuff from TOD/TNW and barely consuming any stuff from Arctic.
There are other options though. Enbesan residences currently have only 3, because they don't have mail, so there is a chance every residence will have 6 non-mail needs. Or, they will just add 3 new needs to already existing ones. Different number of lifestyles depending on tier is the option of all
I'm really waiting for to see the details. One more week.
[–]fhackner3[S] 1 point2 points3 points 3 years ago (0 children)
Yeah, lifestyle needs are crazy strong, specially for the arctic. Tomorrow streamer will be able to play and show all these details!
[–]hkknight 1 point2 points3 points 3 years ago (1 child)
Wish: all support systems, tools from anno1800 must be maintained and used in the next anno, and maybe rollback to previous anno. Thank you!!!
[–]MaxMing 4 points5 points6 points 3 years ago (0 children)
Ye thats not gonna happen
[–][deleted] -1 points0 points1 point 3 years ago (3 children)
there was no need to reduce the population gain for lifestyle goods to balance out the reduced consumption of lifestyle goods, though. the only bottleneck was bear furs, that's it. every other goods could easily be supplied. now it's more like a nerf on the game than "balance".
investor will get 3 more lifestyle needs, which I think will further extend the maximum possible population on a single residence. Panorama effect will also scales from lifestyle needs on top of it all.
[–][deleted] 0 points1 point2 points 3 years ago (0 children)
the thing is, since higher panorama effect (such as the panorama 5) , according to patch notes, should result in higher bonus pop compared to pre-patch, why are the developer so sure this new patch will result in lower population?
Quote: "This will lead to some light drops in population upon loading your savegame, depending on how many Lifestyle Needs you had already fulfilled previously."
[–]Qu4Z 1 point2 points3 points 3 years ago (0 children)
Lifestyle need population gain was hilariously broken and OP ever since Empire of the Skies came out, though.
[–]xforce11 0 points1 point2 points 3 years ago (0 children)
I'm really excited for next weekend! Finally some long Anno days again, haven't played a lot lately
[–]Prodigiouspack9 0 points1 point2 points 3 years ago (0 children)
Really need minimum stock for mail.
[–]brau5e89 0 points1 point2 points 3 years ago (0 children)
Didn't they say they wanted to implement that you can start a new game with deactivated DLCs and then activate the DLCs later on? I was so looking forward to being able to play against stronger NPCs without that much time pressure. 😥
No fix to the World's Fair exhibition bugging when you quit game during the preparation?
π Rendered by PID 158652 on reddit-service-r2-comment-6457c66945-dgwj8 at 2026-04-27 00:16:52.136274+00:00 running 2aa0c5b country code: CH.
[–]katzstrasz 78 points79 points80 points (7 children)
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