Posts made by Acidello
Hi Anno Team!!
Thanks for your amazing work!
After a fellow player noticed me I checked ingame (after verifying files as usual) and noticed that two Ship Items, transmutable at Old Nate, have the same damage stats (equal to 1000) while having different rarities. I thought this could perhaps be unintended as a higher rarity item has a damage of 1500.
As the following screenshots show:
Green and Blue rarities: 1'000 Damage
Purple rarity: 1'500 Damage
Perhaps there are other hidden stats (like explosion range?) which make the Blue and Green items different? However, I thought I'd report it, just in doubt.
Let me know if I can be useful in any other way, providing other info/materials.
Keep up the good work
[GLITCH] [Seeds of Change] Plantation Farms' animation mixes up between fertiliser and tractor activity
I'm here to share a small visual glitch in the Plantation Farms' animation. These buildings have now (since "Seeds of Change") a separate animation for when the fertiliser silo's bonus is active, but the tractor barn "piston" animation can also be triggered by the fertiliser silo's effect.
See video attached for more detail:
As you can see, when the farm is running without bonuses no animation is active (correct), but as soon as I activate the fertiliser's silo the piston animation is also triggered, even though the tractor barn is paused.
I verified game files multiple times and experienced the same issue. Also (not sure how much importance this has) I have received confirmation by other players who have experienced the same issue.
I'm available to provide any other info/material to help you track the problem.
Thanks for your amazing job!
@ubi-viral Thanks for your answer, my apologies for not being able to answer before (I've been travelling abroad).
I'm sorry for the redundant report: I didn't have Hugo in my match when I noticed the item not appearing, and I didn't know that this setting had been changed, so I imagined all items would have appeared if I owned the DLC.
I just tested it again starting a new game with Hugo Mercier in my match and I can say that the item is now appearing as it should be, so I guess the whole case can be closed.
Thanks for your kindness and availability!
Hey Anno Team!
I found a strange common item appearing in the category "Affects All Production Buildings".
The item has no name nor icon, but from the Asset Viewer it seems that it has ID number 769.
Here are a few screenshots:
The "Sources" tab indicates the Research Institute as source, however the bottom text (which I foolishly cropped off in my first screenshot) says that it cannot be researched.
I was able to reproduce the issue after verifying files. Let me know if I can share other info/materials.
Thanks for all your help, and keep up the good work!
Hey Anno Team!
Same Trade Union items affecting Hacienda (main building) and Hacienda Storeroom, are also affecting Hacienda Jornalero and Obrera Quarters, not producing any effect as the bonuses don't apply to residences. Follows a screenshot of the item set. As I mentioned, these same items are also the only ones affecting Hacienda and Hacienda Storeroom, although the three "Forktun8" Nate items increase productivity, which doesn't bring any benefit to either Hacienda nor Hacienda Storeroom:
Let me know if you need other info/data. I was able to encounter the issue also after verifying files again.
"Drunken Dave's Distillery Dive Leaflet" item affecting Hacienda Brewery, not specified in description
Hey Anno Team!
As the title says, the item "Drunken Dave's Distillery Dive Leaflet", which is now affecting also Hacienda Beer Brewery, does not mention this new building in its description, which appears as before Seeds of Change DLC: "Affects All Old World alcohol production buildings".
Here is a screenshot showing the item description, while the item appears among items affecting Hacienda Beer Brewery:
Thanks for your help,
Hey Anno Team!
After verifying game files I have been going through items to check new affections and I found out a few bugs, here's one: the uncommon rarity Town Hall item "Poster of the Leader" has disappeared from the Statistics screen. I remember it being mentioned a few times over the past Release Notes: in GU 4, GU 9.1 and last time in GU 10: "Added sources for “Poster of the Leader” in the item overview". Not sure if that's related with the issue I'm experiencing, but it makes it clear that it has been object of multiple corrections already.
Here is a screenshot of what I see when searching the item name among all items ("Poster of the Leader" is none of those 5 items shown):
As always, I'm ready to provide other material if needed, just let me know!
@ubi-mushy Thanks for the quick answer!
I followed your instructions:
- deleted all "Seasons of Silver" scenario savegames;
- verified files;
- restarted game;
- checked there were no savegames (no "cloud downloaded" savegames neither);
- checked that that the "reset scenario" key was greyed out;
- started a new "Seasons of Silver" game: the buffs were still there (Hacienda already rebuilt and both Trading Posts placed);
So far, the only way I could reset my scenario progress was by having scenario savegame and clicking on the (not anymore greyed out) "reset scenario" key.
So, if no savegames are present, I just need to start a new save, reset the scenario and delete the savegame to start a new one with no previous progress unlocked, but that sounds too complicated to be meant to work like that, so in my opinion it must be a bug of some kind.
I'm sending a few screenshots for clarity, feel free to ask me if you need other stuff.
"reset scenario" key greyed out:
Scenario progress from previous (unexisting) savegames:
Thank you again for your patience and support!
Let me know if I can help you in other ways, or make other attempts,
Hi Anno Team!
In "Seasons of Silver" scenario, Fishery (probably modeled after "Fish Oil Factory") and Charcoal Kiln give negative Attractiveness, despite that mechanic not being present in the scenario.
Here are a couple of screenshots:
Thank you again for your patience in keeping track of all our reports!
In "Seasons of Silver" scenario, warehouses show "upgrade" key to "Large Warehouse", but the last upgrade requires Steel Beams, as in the main game, although this good is not available in the Scenario.
Here is a screenshot:
Thank you again for your help and patience!
Hi eveyone in the developers team!
As the title says, "Pearls" are listed as good in the Warehouse/Trading Post in "Seasons of Silver" scenario, despite they aren't used in any production chain.
In the following screenshot I'm hovering the mouse on the Pearls icon:
Thanks again fo your help!
Hi everyone! I noticed a small visual detail which affects both main game and scenario.
When opening the Working Conditions window, some goods with altered working conditions maintain a smaller rectangle size, as the productions which haven't been altered.
NOTE: this issue is present only at certain times, and I have been unable to reproduce it on purpose, but I have seen the same thing happening both in the main game and the scenario. The following screenshot is from the latest time I have seen the issue, but after reopening the savegame the visual issue was gone and rectangles for working conditions icons (and their relative text) had the correct size when altered.
For example, in the screenshot above: Spices and Rum have a smaller rectangle, comparable in size to the one of Oxidation Pools and Charcoal Kilns, which haven't been altered in owrking conditions, while all other productions with altered w.c. have a slightly larger rectangle with also bigger text for the % value.
Thank you again for your patience and help!
In "Seasons of Silver" scenario, Cyanide Leacher requires Obreras workforce also while paused. In the following screenshot the selected Cyanide Lecaher has no oxidation pools, and the building is paused.
Furthermore, it's impossible to blueprint oxidation pools when no building materials are available: the key is greyed out. This is shown as well in the screenshot: there are no construction materials, and blueprint mode is selected, but the "oxidation pool" button is greyed out and produce no result in clicking. It is possible to blueprint oxidation pools if materials for at least one pool are available.
Thanks for your patience and help!
Hi everyone in the developers team!
As the title says, "Fish" (which in Seasons of Silver scenario is needed only as input in the "Fish Stew" production chain) is categorised as population need, among with pther needs, in the warehouse population tab.
Adding a screenshot:
Although what I'm saying is that when this "reset" option is disabled there is save data, so what is written on the release notes "...when no [scenario or] save data exists" is not true in my case, as when I start a new scenario unable to reset I find the previous progress from other (deleted) savegames.
I love your work, and I'm very satisfied with Seeds of Change!!
As the title says, the key to "reset" Scenario progress is greyed out if there are no savegames, but if progress has been made and savegames have been deleted afterwards, there is no option to reset that progress and next scenario will have the buffs from previous attempts. This is what I experienced in "Seasons of Silver": I made a first attempt, unlocked buffs for following attempts, but wasn't satisfied and wanted to retry from scratch, so I deleted all savegames. There was no option to reset scenario progress so I assumed that I would have started without buffs, but I found the buffs (Trading Posts / Hacienda built) on the next attempt.
I can forward screenshots or other material if needed.
Keep up the good work
@ubi-theberry Thanks for your answer. Yes, the New World Oil Fields are the only ones which showed that issue so far, but I haven't started the game since that moment so I wouldn't know if there are other buildings with the same problem. If I'll find other similar glitches I'll let you know, thanks again.
Good afternoon everyone
Reporting a glitch which was confirmed by another player on Annoverse.
Oil Fields in a few New World islands are now reserving a 3x1 rectangle of unbuildable tiles close to their 3x3 space occupied, if I move the Oil Well with Research I can move only the 3x3 square and "get back" the whole 3x4 rectangle which was occupied before.
Let me know if you need me to provide additional stuff (like a savegame).
Cheers, and keep up the good work!
As the title says, Elevators don't appear in the "Construction Materials" tab, in Docklands, while they appear in the same section on the Trading Post / Warehouse:
I just thought it was perhaps not intended to add them to the Construction Materials category only in one place, I hope this is not redundant
Thanks for this amazing DLC!!
The High Life is looking amazing! I noticed something strange on the three items "Gold/Silver/Bronze Performance Medal":
at a first glance, the rarity and selling price of Gold and Bronze Medals would make more sense if swapped (Bronze has higher rarity and price at the moment) but perhaps the reason for this is the story mission with which they are obtained? I thought I shared this even though it is probably intended to work this way. I just never saw a higher rarity item offer lower bonus than a lower one.
Many thanks in advance for the reply, and keep up the good work!